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Collaborative Guide
Collaborative guides are edited by the general community based on a general focus and are works of opinion. Please use the Discussion page or the Discord if major changes are required.
This is a guide for efficiently progressing to and through endgame content in Dragalia Lost after you have cleared through at least Chapter 9 of the Normal difficulty story quests in order to have unlocked all features and quests.
Facilities that increase the stats of adventurers are a large contributor to a unit's HP and strength and leveling them is a crucial step for preparing for endgame content.
Facility
Upgrade Material Source
Notes
Altars
Elemental Ruins
Dojos
Imperial Onslaught
Has large increases in bonus stats granted at levels 16 and 31
Slime Statues
Void Battles
Purchased from Treasure Trade for Void Battles and all upgrade materials come from various Void Battles
Given the difficulty of endgame quests, adventurers should generally be upgraded as much as possible to maximize the chances of success. This includes:
Promotions — 3 and 4 adventurers should be promoted all the way up to 5
Mana Circles and Mana Spirals — for adventurers without mana spirals, at a minimum, 49 nodes (only missing the Damascus Crystal node), preferably 50, in the base mana circle should be unlocked. Additionally, for adventurers that have a mana spiral, those nodes should also be unlocked as far as possible. Some of the later nodes in the mana spiral require materials dropped in Advanced Dragon Trials; a small, limited amount may be obtained from trading Fafnir Medals.
Augments — Fortifying Crystals and Amplifying Crystals can add up to +100 base HP and +100 base strength to an adventurer. This amount is further multiplied by facility bonuses and stat-boosting abilities, and can provide a substantial increase in stats.
Note that certain adventurers may intentionally want to not augment their HP, to make it easier to activate abilities that activate at low HP, such as Last Bravery IIIIncreases the entire team's strength by 30% and defense by 40% for 15 seconds when the user's HP drops to 30% (twice per quest). After activating, this ability will not activate again for 15 seconds. or Resilient Offense +10%Increases strength by 10% for the remainder of the quest when the user's HP drops to 30% (three times per quest)..
Teammate Co-abilities — your inactive teammates contribute their co-abilities even in co-op, so it's important to set up your team with appropriate co-abilities. Co-abilities (and chain co-abilities) should be selected in order to strike a balance between DPS and survivability.
Wyrmprints[ | ]
The effects of wyrmprints range wildly, so picking appropriate wyrmprints for endgame quests for your adventurer is critical. Besides choosing the appropriate prints, the prints should be max unbound and also preferably max augmented with +50 HP from Fortifying Gemstones and +50 strength from Amplifying Gemstones. While wyrmprint stats do not get multiplied by any facility, the +500 total stats from five fully augmented wyrmprints is still a significant boost, and as they are base stats, they can be further multiplied by abilities.
Note that certain adventurers may intentionally want to not augment their HP, to make it easier to activate abilities that activate at low HP, such as Last Bravery IIIIncreases the entire team's strength by 30% and defense by 40% for 15 seconds when the user's HP drops to 30% (twice per quest). After activating, this ability will not activate again for 15 seconds. or Resilient Offense +10%Increases strength by 10% for the remainder of the quest when the user's HP drops to 30% (three times per quest)..
Dragons[ | ]
With some few exceptions, players are expected to have appropriate 5 gacha dragons that are max unbound, and at max level, for all endgame content.
Very slightly stronger than a core weapon when max unbound, and can unlock a +30% bane ability versus a High Dragon for its specified wielder's element and weapon type for all weapons of the same type.
Requires owning a fully upgraded non-elemental Core 5 weapon and Smithy Level 7 or higher.
The minimum recommended starting point to dive into Expert-difficulty Advanced Dragon Trials, and a requirement for building Agito weaponry. Very powerful, and is superior to both core and void weapons at 4UB.
Requires owning a fully upgraded non-elemental Core 5 weapon and Smithy Level 8 or higher.
Weapons that require a lot of investment to reach their max potential, and are weaker than a fully upgraded Chimeratech before 6 unbinds. Recommended to build only if desiring to obtain its weapon bonus, after maxing all other items.
Requires owning a fully upgraded non-elemental Core 5 weapon, a void weapon of matching type and element, and Smithy Level 7 or higher.
The strongest weapons in the game once fully upgraded, quite powerful when newly obtained, and fairly easily to obtain materials of in lower difficulties.
Requires owning a fully upgraded non-elemental Core 5 weapon, a chimeratech weapon of matching type and element, and Smithy Level 8 or higher.
The following table displays the approximate strength of weapons, based on representative samples of Flame Swords.
Weapon-specific abilities and/or skills cause Chimeratech and Agito weapons to perform better than what their Strength alone indicate.
Stats shown are raw Strength values, before same-element bonuses or abilities.
Highlighted cells in green, with bold text, indicate the point where a weapon's Strength becomes superior to the previous tier MUB weapon.
Highlighted cells in yellow, with italicized text, indicate the point where a weapon's Strength becomes superior to the MUB weapon two tiers before.
As core elemental weapons have only 4 unbinds, its stats at 4 unbinds is shown for the MUB column.
The recommended weapon progression for endgame content is therefore as follows:
Craft and fully upgrade a core 5 non-elemental weapon (not the elemental), to unlock the ability to craft other weapon tiers.
(Optional) Craft and unbind a 5 void weapon, to unlock the High Dragon Bane ability, and optionally other abilities that may be useful for farming Void Battles.
Do not use the void weapon directly; it will be weaker than a Chimeratech weapon, which is very easy to craft and is stronger than both core and void weapons at just 4UB.
Craft and upgrade a 5 Chimeratech weapon as far as you can - preferably MUB (8 unbinds), at least 4UB - to use as a starting point to tackle most of lower-tier endgame content (Expert and most Master Advanced Dragon Trials, as well as Standard and most Expert difficulty Agito Uprising content.)
Once ready, craft an 6 Agito weapon to improve DPS against Expert Agito Uprising content.
After farming Expert Agito Uprising content sufficiently, upgrade the 6 Agito weapon to 4UB or better, and refine it if possible, and use said weapon to tackle Master Agito Uprising content.
Void Battles[ | ]
While there are many Void Battles whose weapons are critical for strengthening your party and preparing for endgame content, there are a number that are considered skippable and largely unnecessary. This section will focus on an efficient progression path for the more important Void Battle quests. For a more comprehensive overview of Void Battles, please refer to Void Battles Guide or Void Battles List.
(optional) Farm a Catoblepas Void Battle for materials to unlock Spectral Shield Penetrator for the appropriate weapon type and element.
(optional) Farm a Phantom Void Battle for materials to unlock Chimera Bane for the appropriate weapon type and element.
(optional) Farm Void Dragons for Void Dragon Hearts for High Dragon weapons.
Farm Chimera Void Battles for materials towards Chimeratech weapons.
Note that some of the Void Dragons may require or be significantly easier with unlocked abilities unlocked with materials from other fights (e.g., (Water) Scorching Air ResIf the user is attuned to Water: completely nullifies damage from scorching air in Void Battles and certain other quests. abilities from Obsidian Golem Strike for Void Agni), but for most of these quests, high base Strength weapons, such as on- or off-element Chimeratech weapons are sufficient.
Steps 1 and 2 can be skipped if you have core 5 weapons or better, and are playing in co-op.
Advanced Dragon Trials and The Agito Uprising[ | ]
Unlocking Advanced Dragon Trials requires first clearing the Master difficulty of the dragon in Dragon Trials. Unlocking The Agito Uprising requires having cleared Chapter 10 of the main campaign, and the Standard difficulty of any High Dragon Trial. Standard HDTs can be done in any order, though their difficulty varies;
High Jupiter's Trial is the most difficult, and can still easily defeat unaware or poorly equipped players, even after significant improvements to adventurers and their equipment.
Generally, it is recommended to use a fully upgraded Chimeratech or any Agito weapon to clear Advanced Dragon Trials, due to the high cost of crafting and upgrading a High Dragon weapon to surpass a fully upgraded Chimeratech; the High Dragon weapons should be crafted only to obtain their weapon bonuses, once other avenues of improving adventurer performance have been exhausted.
High Jupiter's Trial: Master is the lone exception to this rule. For this particular quest, it's strongly recommended to use a 4UB or better shadow Agito weapon to clear it, to prevent seeing extremely complex mechanics.
The Agito Uprising[ | ]
Unlike Advanced Dragon Trials, The Agito Uprising quests drop materials for crafting weapons of the same element as the adventurers used, so there is no clear cycle within Agito. The general difficulty of the newer expert Agito quests makes it usually advisable to be equipped with at least a freshly-crafted Agito from its standard difficulty mats (clearing both solo and co-op variants will get you enough for a 1UB), if you are attempting to first clear it with a DPS unit. Support adventurers and healers can get by with lower-tier weapons (typically Chimeratech), but it can be difficult to get past public co-op room might gates with that. If lacking a suitable weapon, it's suggested to play in pre-made rooms as you build up towards an extra Agito weapon.
The 0UB Agito weapon is very strong for its unbind level (and even moreso for 1UB and 2UB), and provides a useful skill. It is stronger than Chimeratech weapons, and is competitive with a 6UB High Dragon weapon. If you already have a fully-upgraded Chimeratech weapon, you can also opt to use the first clear rewards towards the Agito Tree. Hence, there are two possibilities, depending on player preference and existing weapons:
Use one of the standard first clear rewards to redeem the tree, and craft an 0UB-2UB Agito weapon with the other standard and both expert first clear rewards.
Use all four first clear rewards for a 3UB Agito weapon.
Common Team Compositions[ | ]
This is a list of the most commonly seen and accepted team compositions for certain endgame quests. Many other units not listed may be acceptable, but public groups will often gravitate to these.
Note that due to new features, new units, new equipment, the addition of shared skills, and general powercreep, generally speaking, requirements become looser over time.
The vast majority of adventurers will be able to clear this quest comfortably as of Update 2.0 in 3DPS compositions, if they have at least a MUB Chimeratech weapon and an appropriate dragon.
Avoid duplicate pure buffer roles.
There should be at least one Stun Res adventurer to bait the initial Trident Tempest away from the rest of the team.
If playing a Sleep Res unit and no one can cleanse stun, avoid getting hit - being stunned can prove lethal very quickly if you're hit successively.
A dispel will help with DPS on slower runs. Any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer, if no one has an innate dispel.
4 Gala Mym speedrun comp, using Dragon and Tamer, two Skill Prep +50%Fills 50% of skill gauges at the start of quests. wyrmprints, and a Shapeshift Prep +10%Fills 10% of the dragon gauge at the start of quests. wyrmprint, with one of the Gala Myms carrying Lily's Glacial BlossomLv. 1: Deals 2 hits of 614.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 100% base chance. Frostbitten foes take 2 hits of 798.98% water damage instead. [2490 SP]
Lv. 2: Deals 2 hits of 645.4% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 110% base chance. Frostbitten foes take 2 hits of 839.02% water damage instead. [2490 SP]
Lv. 3: Deals 2 hits of 677.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 120% base chance. Frostbitten foes take 2 hits of 880.88% water damage instead. [2490 SP]
Lv. 4: Deals 2 hits of 740.6% water damage to the target and nearby enemies, inflicts freeze for 3-6 seconds with 200% chance, and frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. Frostbitten foes take 2 hits of 962.78% water damage instead. [2490 SP]shared skill to freeze the opening blast.
Yuya and The Prince should be equipped as backline adventurers for Dragon Haste so that Gala Myms can shapeshift ASAP.
The fastest runs will break High Midgardsormr as he performs his first move, Trident Tempest.
Slower runs should dragon skill-tank the first Storm Strike, and then break the Tattered Sky (red stack marker) attack by unloading skills ASAP.
Due to the possibility of the runs being slower than expected in the event of sub-optimal rotations, it is highly suggested that Gala Mars is equipped as the dragon.
The vast majority of adventurers will be able to clear this quest comfortably as of Update 2.0 in 3DPS and 4DPS compositions, if they have at least a MUB Chimeratech weapon and an appropriate dragon.
At least one unit should be able to heal the entire team, in any way. This can be achieved with Wedding Elisanne, Freyja, or a shared healing skill in a 4DPS comp.
Ranged baiter priority:
Healer (e.g. Lowen/Akasha)
Buffer (e.g. Noelle/Tobias)
Wedding Elisanne (preferably the weaker unit, if duplicate)
Ranged DPS (e.g. Louise, not recommended)
Other Melee DPS (not recommended)
A dispel will help with DPS on slower runs. Any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer, if no one has an innate dispel.
Pick 3 along with Thaniel, Jiang Ziya, or Grace to make a standard composition.
Avoid duplicate pure buffer roles.
Summer Celliera may reduce potential DPS during break state as there is a chance that bog is inflicted before break due to her Ocean FuryLv. 1: Deals 4 hits of 298% water damage to enemies directly ahead, and inflicts bog for 8 seconds with 90% base chance. [2649 SP]
Lv. 2: Deals 4 hits of 331% water damage to enemies directly ahead, and inflicts bog for 8 seconds with 100% base chance. [2649 SP]
Lv. 3: Deals 4 hits of 368% water damage to enemies directly ahead, and inflicts bog for 8 seconds with 110% base chance. [2649 SP]
Lv. 4: Deals 6 hits of 368% water damage to enemies directly ahead, and inflicts bog for 8 seconds with 120% base chance. [2649 SP] having a slight chance of bogging High Brunhilda.
Burn in this quest will cause the adventurer's HP to go to 1 every time it ticks. Special considerations must be made for certain partial and off-resist adventurers.
Lv. 2: Increases the entire team's defense by 100% for 5 seconds. [8534 SP] first, followed by Sorrow's RequiemLv. 1: If the user's HP is below 40% of max HP when using this skill, increases the entire team's defense by 20% for 15 seconds.
If the user's HP is above or equal to 40% of max HP, reduces their HP to 30% of max HP and grants the entire team a "Life Shield" that nullifies damage equal to the amount of HP lost by the user when using this skill. This shield can stack with ordinary shields. This Life Shield caps at 70% of the user's max HP. [5916 SP]
Lv. 2: If the user's HP is below 40% of max HP when using this skill, increases the entire team's defense by 25% for 15 seconds.
If the user's HP is above or equal to 40% of max HP, reduces their HP to 30% of max HP and grants the entire team a "Life Shield" that nullifies damage equal to the amount of HP lost by the user when using this skill. This shield can stack with ordinary shields. This Life Shield caps at 70% of the user's max HP. [5916 SP]
Lv. 3: If the user's HP is below 40% of max HP when using this skill, increases the entire team's defense by 30% for 15 seconds.
If the user's HP is above or equal to 40% of max HP, reduces their HP to 30% of max HP and grants the entire team a "Life Shield" that nullifies damage equal to the amount of HP lost by the user when using this skill. This shield can stack with ordinary shields. This Life Shield caps at 70% of the user's max HP. [5916 SP], before the opening blast hits.
Two Skill Prep +50%Fills 50% of skill gauges at the start of quests. wyrmprints (such as The Chocolatiers and Rogues' Banquet) and Healing Doublebuff IIIGrants an HP regen buff healing you for 3% Max HP every 3.9 seconds for 20 seconds each time a defense up buff is received. (such as Odd Sparrows) quad Pipple comp. Cast both Puu-chuLv. 1: Increases the entire team's defense by 15% for 15 seconds, and activates "Skill Shift." Phase II adds an additional 3% increase to the entire team's flame resistance for 10 seconds, while Phase III also increases the entire team's energy levels by one stage. [4800 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds, and activates "Skill Shift." Phase II adds an additional 3% increase to the entire team's flame resistance for 10 seconds, while Phase III also increases the entire team's energy levels by one stage. [4800 SP]
Lv. 3: Increases the entire team's defense by 25% for 15 seconds, and activates "Skill Shift." Phase II adds an additional 3% increase to the entire team's flame resistance for 10 seconds, while Phase III also increases the entire team's energy levels by one stage. [4800 SP] and Pipple-luuLv. 1: Increases the entire team's energy levels by two stages, and increases user's strength by 20% for 15 seconds. [5100 SP]
Lv. 2: Increases the entire team's energy levels by two stages, and increases user's strength by 30% for 15 seconds. [4900 SP] before the opening blast lands to minimize damage taken and instantly energize.
Very easy to play due to the very high amounts of defense and healing doublebuffs.
Do not use HP augments, or any defensive co-ability and/or chain co-ability (additional HP, any Defense, any Water Res), to ensure that Last Bravery IIIIncreases the entire team's strength by 30% and defense by 40% for 15 seconds when the user's HP drops to 30% (twice per quest). After activating, this ability will not activate again for 15 seconds. activates.
If you are having trouble reaching the HP threshold required, Yue's Wild InstinctLv. 1: Activates "Wild Child" for 20 seconds. During Wild Child, the user's critical rate is increased by 25%, their HP is restored by 2% of damage inflicted, and their defense is reduced by 40%. [8000 SP]
Lv. 2: Activates "Wild Child" for 20 seconds. During Wild Child, the user's critical rate is increased by 30%, their HP is restored by 3% of damage inflicted, and their defense is reduced by 40%. [8000 SP] and/or Durant's Biting RevengeLv. 1: For 20 seconds, increases the user's strength by 25% and entire team's strength by 5%, but decreases the user's defense by 25%. [2987 SP]
Lv. 2: For 20 seconds, increases the user's strength by 30% and entire team's strength by 5%, but decreases the user's defense by 25%. [2987 SP]
Lv. 3: For 20 seconds, increases the user's strength by 35% and entire team's strength by 5%, but decreases the user's defense by 25%. [2987 SP] can reduce Fjorm's defense, increasing damage taken.
The vast majority of Paralysis Res adventurers, as well as Grace, will be able to clear this quest comfortably as of Update 2.0 in 3DPS and 4DPS compositions, if they have at least a 4UB Agito weapon and an appropriate dragon.
Don't run more than one DPS bleeder, or two Patias, or more than two bleeders overall in the entire composition due to Bleeding stacking limits and diminished buff strength gains versus reduced personal DPS.
The vast majority of Curse Res adventurers will be able to clear this quest comfortably as of Update 2.0 in 3DPS and 4DPS compositions, if they have at least a MUB Chimeratech weapon and an appropriate dragon.
Don't run more than two Gala Princes, or more than one Chitose, to prevent personal DPS from going too low.
Do not run two Gala Princes and a Chitose together.
At least one of the units should carry Cupid, and/or a healing shared skill, such as Cleo's Elder CureLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, removes paralysis, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 4: Restores HP to all allies with 130%Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP], in a 4DPS composition, if there are no Halloween Elisannes.
The vast majority of adventurers will be able to clear this quest comfortably as of Update 2.0 in 3DPS compositions, if they have at least a MUB Chimeratech (in private rooms), or preferably, 0UB+ Agito or 6UB+ High Dragon weapon (in public rooms) and an appropriate dragon.
If there's only the healer as as the ranged unit, melee units should pay attention and disengage if they are targeted by Snapping Squalls.
Avoid comps with 3 or more ranged units, as it becomes possible for the healer to not get targeted by Snapping Squalls, significantly reducing DPS during that phase.
4 Gala Mym speedrun comp, using Dragon and Tamer, two Skill Prep +50%Fills 50% of skill gauges at the start of quests. wyrmprints, and a Shapeshift Prep +10%Fills 10% of the dragon gauge at the start of quests. wyrmprint, with Gala Myms carrying Summer Cleo's Tropical BreezeLv. 1: For 10 seconds, increases the user and nearby allies' strength by 3%, critical rate by 2%, skill damage by 10%, and skill gauge fill rate by 10%. [6737 SP]
Lv. 2: For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. [6737 SP]
Lv. 3: For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. Also grants the user the following additional buffs based on the number of adventurers who were buffed by this skill, including the user:
One or more adventurers: Increases defense by 10% for 10 seconds.
Two or more adventurers: Adds 10% to the modifier applied to critical damage for 10 seconds.
Three or more adventurers: Immediately readies the user's initial skill, displayed at the top of their skill list, for use. [6737 SP]shared skill to spam Dragon ClawLv. 1: Deals 3 hits of 622.5% flame damage to enemies directly ahead, increases the user's strength by 20% for 10 seconds, and raises the dragon gauge by 5% if the attack connects. [2914 SP]
Lv. 2: Deals 3 hits of 690% flame damage to enemies directly ahead, increases the user's strength by 20% for 10 seconds, and raises the dragon gauge by 5% if the attack connects. [2914 SP]
Lv. 3: Deals 3 hits of 767.5% flame damage to enemies directly ahead, increases the user's strength by 20% for 10 seconds, and raises the dragon gauge by 5% if the attack connects. [2914 SP] as much as possible, maximizing damage burst. The entire team should be able to shapeshift by the time Ravenous Claws show up.
The Prince can substitute 1 Gala Mym. This also enables the use of Burning Punisher equipment.
Yuya and The Prince should be equipped as backline adventurers for Dragon Haste so that Gala Myms can shapeshift ASAP.
Due to the possibility of the runs being slower than expected in the event of sub-optimal rotations, it is highly suggested that Gala Mars is equipped as the dragon.
The vast majority of adventurers will be able to clear this quest comfortably as of Update 2.3.0 in 3DPS compositions, if they have at least a 4UB Agito weapon and an appropriate 5 dragon.
At least one adventurer should have a dispel skill. Any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer, if no one has an innate dispel.
At least one adventurer should ideally have a spammable dispel skill. Any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer, if no one has an innate dispel.
Speedclear composition (but not ridiculously fast, so not quite cheese)
All adventurers should be equipped with a 8UB Agito or better weapon.
At least one adventurer should ideally have a spammable dispel skill. Any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer, if no one has an innate dispel.
The vast majority of adventurers will be able to clear this quest comfortably as of Update 2.0 in 3DPS and 4DPS compositions, if they have at least a MUB Chimeratech weapon and an appropriate dragon.
Dragon the transform blast and other undodgeables.
Having dispel may be helpful for slower runs. For dispel access, any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer.
Either of the DPSes may be replaced with any other DPS.
Having dispel may be helpful for slower runs. For dispel access, any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer.
Pick 3 DPS and a healer for a standard composition. The adventurers in the first row are highly preferred in public co-op, but it is possible to clear comfortably with adventurers in the second row, and they may be considered for either private rooms, or after maxing them out entirely and have the appropriate epithet equipped if intending for public co-op.
Don't run more than 1 Ieyasu, 2 Patias, or all Gala Cleos for DPS, in the composition, as either Bleeding stacking limits, or buff zone limits will crop up, and also exposes lower personal DPS compared to buff DPS.
For additional dispels (highly recommended in case of accidents with healer Cleo as the healer composition), any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer.
Bellina can become awkward with healer Cleo and Gala Cleo as Bellina wants to stay at low HP but Cleo primarily restores HP for everyone else, and Gala Cleo will always produce a HP Regen on Faith of the Elders' phase III. Try to avoid using Bellina in a composition with either Cleo (especially healer Cleo). This same idea also applies to Veronica - avoid heals if you can.
A 4DPS composition for mKY, similar to the PPNG composition for eKY, relying on Odd Sparrows for healing. Similar DPS to a 3DPS composition under most situations.
DPS from the above table may replace Gala Alex and Forte, except Ieyasu or a third Patia, due to Bleeding stacking limits.
Zena may replace one of the Patias as she herself can produce HP Regen healing, but notGala Cleo (she must take a regular DPS slot).
At least one adventurer must be able to dispel. Innate dispels on at least two adventurers are strongly preferred, but any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer.
A sample 4DPS composition with one Patia, having all DPS adventurers equip Brothers in Arms to maximize their DPS via the sheer amount of Strength Doublebuffs. Provides the fastest clear times, though has zero tolerance for mistakes.
It is possible to replace two of the Bellinas with different high-DPS adventurers.
At least one additional adventurer should carry Patia's shared skill, Sparrow's GuardLv. 1: Increases the entire team's defense by 15% for 15 seconds. [4367 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds. [4367 SP]
Lv. 3: Increases the entire team's defense by 25% for 15 seconds. [4367 SP]
Lv. 4: Increases the entire team's strength by 15% and defense by 25% for 15 seconds. [4367 SP].
This composition hinges on skipping or breaking all map-wide unavoidable attacks due to the lack of a life shield and the generally low HP everyone will be in. If this cannot be executed consistently with your current equipment or team setup, use a different composition.
The vast majority of adventurers will be able to clear this quest comfortably as of Update 2.0 in 3DPS and 4DPS compositions, if they have at least a 0UB+ Agito or 6UB+ High Dragon weapon and an appropriate dragon.
Avoid more than two buffer roles.
At least one unit should be able to heal significantly (in a large burst, or as a significant regen heal; Wedding Elisanne's regen buff zone is not reliable enough to consistently heal, and can't outheal double waves, if it happens and she is the only healer) the entire team, in any way. This can be achieved with Freyja in a 4DPS comp.
Summer Amane is a healer, not a DPS, despite her weapon type. Don't run another staff-wielder adventurer with Summer Amane.
Lowen's shared skill, Winds, Heal Us!Lv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, removes bog, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, removes bog, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 4: Restores HP to all allies with 130%Recovery Potency, removes bog, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP] will let other adventurers perform bog cleanse.
A dispel will help with DPS on slower runs. Any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer, if no one has an innate dispel.
A specialty composition used for clearing in auto battle mode.
Templar Hope must be the leader. He takes the brunt of the damage in an auto run.
Ranzal and Louise are example DPS adventurers that may be replaced with any two Bog Res +100% adventurers, as well as Sylas.
Ideally, additional shared skills that provides healing and/or increase defense should be unlocked, such as Halloween Lowen's You won't trick me!Lv. 1: Restores HP to all allies with 31%Recovery Potency and continues healing over the next 15 seconds with 25%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36%Recovery Potency, continues healing over the next 15 seconds with 29%Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44%Recovery Potency, continues healing over the next 15 seconds with 35%Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP] and/or Patia's Sparrow's GuardLv. 1: Increases the entire team's defense by 15% for 15 seconds. [4367 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds. [4367 SP]
Lv. 3: Increases the entire team's defense by 25% for 15 seconds. [4367 SP]
Lv. 4: Increases the entire team's strength by 15% and defense by 25% for 15 seconds. [4367 SP], to improve defense buff uptime and healing output - the auto battle composition hinges on him surviving.
A Strength Doublebuff wyrmprint such as Brothers in Arms or Sisters of the Anvil, and Critical Damage Doublebuff wyrmprint such as Felyne Hospitality if having high critical rates, and especially with Meene (due to high critical rates) or Lowen (due to his Critical Rate Doublebuff chain co-ability) can improve DPS from Templar Hope and the DPS adventurers due to the high amount of defense buffs from Templar Hope, Lowen, and possibly additional adventurers that can buff defenses.
Pick any 4 for a 4DPS composition. Alternatively, pick any 3 DPS and pair with Lowen for a 3DPS composition, if you have trouble surviving unavoidable attacks.
A 4DPS composition will require Templar Hope, and everyone equip Odd Sparrows for healing.
Avoid more than one buffer role.
A dispel will significantly help with DPS. Any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer, if no one has an innate dispel.
A 4DPS composition with extremely high amounts of defensive buffs, when coupled with Strength Doublebuffs, can enable everyone in the composition to deliver exceedingly high DPS while still providing very high amounts of safety. It is similar to Patia compositions in Shadow-advantage quests, and can be expected to clear in around 3-4 minutes with good play.
One of the Gala Ranzals may be replaced with any other DPS.
A Strength Doublebuff wyrmprint such as Brothers in Arms or Sisters of the Anvil, and Critical Damage Doublebuff wyrmprint such as Felyne Hospitality if having high critical rates, can improve DPS from the DPS adventurers due to the high amount of defense buffs from Templar Hope and Gala Ranzal(s).
A dispel will significantly help with DPS. Any adventurer can equip a level 4 shared skill Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] from Ranzal, who is a story adventurer, if no one has an innate dispel.
A speedrun composition using off-element adventurers. Specific shared skills, proper coordination and skill timing are required on Mitsubas and Veronicas to maximize burst DPS, but can clear within a minute.
A specialty composition used for clearing in auto battle mode.
Templar Hope must be the leader, and the speed should be no more than 1.2x. He takes the brunt of the damage in an auto run, and an overly high game speed may make AI unable to react.
A dragon that provides a HP Up ability should be equipped on Templar Hope to improve his odds of surviving.
Garuda's strong HP boost makes Templar Hope extremely tanky.
Freyja's HP boost and Skill Haste Up allows better defensive buff and healing doublebuff uptime.
High Midgardsormr and Midgardsormr Zero are the only options granting him firepower in the form of Strength and possibly Skill Damage on top of the HP boost; it is tricky to activate the latter's Flurry Skill, but in teams with Meene's Combo Time Up CCA, may see some uptime.
Only use Stribog if there are no usable dragons remaining.
A 4UB+ Excalibur equipped on him. Equip as many defensive wyrmprints as you can on Templar Hope.
You will need to equip Sylas with two wyrmprints that grant him Bog Res +100%, if you intend to use him.
Ranzal may be replaced by Gala Ranzal or Lin You, but note that this may cause poor dispel usage in compositions with Lowen, effectively reducing DPS.
Ideally, Patia's Sparrow's GuardLv. 1: Increases the entire team's defense by 15% for 15 seconds. [4367 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds. [4367 SP]
Lv. 3: Increases the entire team's defense by 25% for 15 seconds. [4367 SP]
Lv. 4: Increases the entire team's strength by 15% and defense by 25% for 15 seconds. [4367 SP]shared skill should be unlocked and used as Templar Hope's secondary shared skill, to improve strength and defense buff uptime - the latter is important, as the auto battle composition hinges on him surviving.
A Strength Doublebuff wyrmprint such as Brothers in Arms or Sisters of the Anvil, and Critical Damage Doublebuff wyrmprint such as Felyne Hospitality if having high critical rates, and especially with Meene (due to high critical rates) or Lowen (due to his Critical Rate Doublebuff chain co-ability) can improve DPS from the DPS adventurers due to the high amount of defense buffs from Templar Hope, Ranzal, and Lowen.
The vast majority of adventurers will be able to clear this quest comfortably as of Update 2.0 in 3DPS and 4DPS compositions, if they have at least a 0UB+ Agito or 6UB+ High Dragon weapon and an appropriate dragon.
Pick any 4 (avoid duplicate pure buffer roles) and you're good to go.
Alternatively, unlock her mana spiral; the Stun Res +100%Reduces susceptibility to stun by 100%. node is very early on, and unlocking it further will grant Elisanne full dual resistances.
It's OK to run one of either Elisanne and a healer together, and it's also OK to run one of either Elisanne and oneEugene together.
If no dedicated healer is used, an adventurer should have a high healing output healing shared skill such as Halloween Lowen's You won't trick me!Lv. 1: Restores HP to all allies with 31%Recovery Potency and continues healing over the next 15 seconds with 25%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36%Recovery Potency, continues healing over the next 15 seconds with 29%Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44%Recovery Potency, continues healing over the next 15 seconds with 35%Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP].
A source of reliable frostbite and freeze is strongly recommended to make the fight manageable, and a source of reliable bog is suggested to improve DPS.
Lily's Glacial BlossomLv. 1: Deals 2 hits of 614.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 100% base chance. Frostbitten foes take 2 hits of 798.98% water damage instead. [2490 SP]
Lv. 2: Deals 2 hits of 645.4% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 110% base chance. Frostbitten foes take 2 hits of 839.02% water damage instead. [2490 SP]
Lv. 3: Deals 2 hits of 677.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 120% base chance. Frostbitten foes take 2 hits of 880.88% water damage instead. [2490 SP]
Lv. 4: Deals 2 hits of 740.6% water damage to the target and nearby enemies, inflicts freeze for 3-6 seconds with 200% chance, and frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. Frostbitten foes take 2 hits of 962.78% water damage instead. [2490 SP] skill at level 4 will always succeed in inflicting freeze on Ayaha & Otoha when they are susceptible to freeze, marked by Warabe Asobi being active, if it does not miss them outright.
Xander, Karina, Lily, Fjorm, and Pinon (non-Pinon sources require level 4 skills) provide frostbite access with their shared skills.
Alternatively, a non-Tiki/Yurius adventurer may equip Leviathan, or either Elisanne/standard healers may equip High Mercury for bog access, at the start of Phase 2, and right before the boss breaks.
Burn inflicts severe damage (50% of max HP per tick) on an afflicted adventurer.
A burn relief skill such as Thaniel's Healing WaveLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, removes burning, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, removes burning, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP], Ricardt's Measure of MercyLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [7888 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [7888 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [7888 SP]
Lv. 4: Restores HP to all allies with 130%Recovery Potency, removes burning, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [7888 SP], or Jiang Ziya's Curative CatchLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, removes burning, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, removes burning, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP] can improve safety.
A stun relief healing skill such as Verica's Blessings of DestinyLv. 1: Restores HP to all allies with 31%Recovery Potency then continues healing for 15 seconds with 25%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36%Recovery Potency, removes stun, then continues healing for 15 seconds with 29%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44%Recovery Potency, removes stun, then continues healing for 15 seconds with 35%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP] or Nurse Aeleen's NaturopathyLv. 1: Restores HP to the user and nearby allies with 72%Recovery Potency, and removes stun. [11832 SP]
Lv. 2: Restores HP to the user and nearby allies with 90%Recovery Potency, and removes stun. [11832 SP] can assist with DPS uptime on Burn Res +100%Reduces susceptibility to burning by 100%. teammates in case they were stunned.
Quad Pipple comp. Use The Dragon Smiths or Odd Sparrows for Healing Doublebuff IIIGrants an HP regen buff healing you for 3% Max HP every 3.9 seconds for 20 seconds each time a defense up buff is received..
Very easy to play due to the high amounts of defense buffs and healing doublebuffs.
One of the Pipples may be replaced with Summer Celliera for access to bog and better DPS overall.
Alternatively, unlock her mana spiral; the Stun Res +100%Reduces susceptibility to stun by 100%. node is very early on, and unlocking it further will grant Elisanne full dual resistances.
If no dedicated healer is used, an adventurer should have a high healing output healing shared skill such as Halloween Lowen's You won't trick me!Lv. 1: Restores HP to all allies with 31%Recovery Potency and continues healing over the next 15 seconds with 25%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36%Recovery Potency, continues healing over the next 15 seconds with 29%Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44%Recovery Potency, continues healing over the next 15 seconds with 35%Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP].
A source of reliable frostbite and freeze is strongly recommended to make the fight manageable, and a source of reliable bog is suggested to improve DPS.
Lily's Glacial BlossomLv. 1: Deals 2 hits of 614.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 100% base chance. Frostbitten foes take 2 hits of 798.98% water damage instead. [2490 SP]
Lv. 2: Deals 2 hits of 645.4% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 110% base chance. Frostbitten foes take 2 hits of 839.02% water damage instead. [2490 SP]
Lv. 3: Deals 2 hits of 677.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 120% base chance. Frostbitten foes take 2 hits of 880.88% water damage instead. [2490 SP]
Lv. 4: Deals 2 hits of 740.6% water damage to the target and nearby enemies, inflicts freeze for 3-6 seconds with 200% chance, and frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. Frostbitten foes take 2 hits of 962.78% water damage instead. [2490 SP] skill at level 4 will always succeed in inflicting freeze on Ayaha & Otoha when they are susceptible to freeze, marked by Warabe Asobi being active, if it does not miss them outright.
Xander, Karina, Lily, Fjorm, and Pinon (non-Pinon sources require level 4 skills) provide frostbite access with their shared skills.
Alternatively, a non-Tiki/Yurius adventurer may equip Leviathan, or either Elisanne/Jiang Ziya may equip High Mercury for bog access, at the start of Phase 2, and right before the boss breaks.
Burn inflicts severe damage (50% of max HP per tick) on an afflicted adventurer.
A burn relief skill such as Thaniel's Healing WaveLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, removes burning, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, removes burning, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP], Ricardt's Measure of MercyLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [7888 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [7888 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [7888 SP]
Lv. 4: Restores HP to all allies with 130%Recovery Potency, removes burning, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [7888 SP], or Jiang Ziya's Curative CatchLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, removes burning, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, removes burning, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP] can improve safety.
A stun relief healing skill such as Verica's Blessings of DestinyLv. 1: Restores HP to all allies with 31%Recovery Potency then continues healing for 15 seconds with 25%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36%Recovery Potency, removes stun, then continues healing for 15 seconds with 29%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44%Recovery Potency, removes stun, then continues healing for 15 seconds with 35%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP] or Nurse Aeleen's NaturopathyLv. 1: Restores HP to the user and nearby allies with 72%Recovery Potency, and removes stun. [11832 SP]
Lv. 2: Restores HP to the user and nearby allies with 90%Recovery Potency, and removes stun. [11832 SP] can assist with DPS uptime on Burn Res +100%Reduces susceptibility to burning by 100%. teammates in case they were stunned.
In solo mode: Pick any 3 and pair with Gala Zena or Hildegarde for a 3DPS setup.
In co-op mode: Pick any 4 and you're good to go with a standard 4DPS setup. Alternatively, pick any 3 and you're good to go with a 3DPS setup with Gala Zena.
Adventurers should enter the portal that matches their resistances, especially in Phase 2.
Note that in solo mode, an adventurer may enter multiple portals.
In solo mode only:
There should be at least one adventurer with Curse Res for the initial portal, and it is recommended to have least one adventurer with Poison Res in case DPS is on the low side.
A controlled leader DPS adventurer with both resists can make dealing with portals significantly easier.
In co-op mode only:
There should be at least two adventurers with Poison Res available, as these portals will result in an early demise for off-resist adventurers due to the combination of 1HP and unavoidable damage, and each adventurer can only enter a portal once.
If no Poison Res adventurers are remaining, ignore the portals in Phase 2.
It is possible for a Poison Res adventurer to enter a Curse Res portal, but this will cause a DPS loss for a short moment after they exit their portals as their skills and shapeshifting are disabled, and it is very likely they have lingering Fury of the Fallen debuffs.
Teams with Luca (not Gala Luca), Gala Prince, Gala Zena, and/or Ilia should pay attention to the team composition and ensure that there will be at least two Poison Res adventurers available for Phase 2's portals.
At least one of the units should carry Cupid, and/or a healing shared skill, such as Cleo's Elder CureLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, removes paralysis, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 4: Restores HP to all allies with 130%Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP], if there are neither Halloween Elisannes nor Gala Zenas.
It is also possible to use off-element adventurers for a faster clear time, but it also reduces tolerances for mistakes.
Generally, there will be a few core Shadow adventurers, and then the remaining can be more flexible (including taking strong adventurers from the other elements).
Alternatively, Mitsubas are more than strong enough that they may be the core instead, and paired with Elisanne and Hawk, and/or strong Shadow adventurers.
A third option is to run a team of all Gala Myms with Patia's Sparrow's GuardLv. 1: Increases the entire team's defense by 15% for 15 seconds. [4367 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds. [4367 SP]
Lv. 3: Increases the entire team's defense by 25% for 15 seconds. [4367 SP]
Lv. 4: Increases the entire team's strength by 15% and defense by 25% for 15 seconds. [4367 SP] and Summer Cleo's Tropical BreezeLv. 1: For 10 seconds, increases the user and nearby allies' strength by 3%, critical rate by 2%, skill damage by 10%, and skill gauge fill rate by 10%. [6737 SP]
Lv. 2: For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. [6737 SP]
Lv. 3: For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. Also grants the user the following additional buffs based on the number of adventurers who were buffed by this skill, including the user:
One or more adventurers: Increases defense by 10% for 10 seconds.
Two or more adventurers: Adds 10% to the modifier applied to critical damage for 10 seconds.
Three or more adventurers: Immediately readies the user's initial skill, displayed at the top of their skill list, for use. [6737 SP]shared skills, a Force Charge IIIFills 25% of skill gauges when the user's force strikes connect (up to three times per quest). wyrmprint, Sisters of the Anvil, and sufficient amounts of Dragon Haste chain co-abilities to bypass Fury of the Fallen by shapeshifting.
Although you may need to enter a portal in Phase 1 in case DPS is on the lower side (and it is safe for adventurers to enter Curse portals as they will expire after some time, and the damage within is avoidable with dodge rolls), never enter the portals in Phase 2 - your DPS should be high enough to be able to safely ignore them, and the Poison portals in Phase 2 will quickly send an off-resist adventurer to their demise in the face of unavoidable damage.
At least one of the units should carry a healing shared skill, such as Cleo's Elder CureLv. 1: Restores HP to all allies with 72%Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 90%Recovery Potency, removes paralysis, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 108%Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 4: Restores HP to all allies with 130%Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP], if not in the 4 Gala Mym composition.
In solo mode: Pick any 3 and pair with Gala Zena or Hildegarde for a 3DPS setup.
In co-op mode: Pick any 4 and you're good to go with a standard 4DPS setup. Alternatively, pick any 3 and you're good to go with a 3DPS setup with Gala Zena.
Adventurers should enter the portal that matches their resistances.
Note that in solo mode, an adventurer may enter multiple portals.
In solo mode only:
There should be at least one adventurer with Curse Res, and at least one adventurer with Poison Res.
A controlled leader DPS adventurer with both resists can make dealing with portals significantly easier.
In co-op mode only:
There should be at least one adventurer with Curse Res, and at least two adventurers with Poison Res available, as these portals will result in either DPS loss (Poison Res in Curse portal) or an early demise for off-resist adventurers due to the combination of 1HP and unavoidable damage (Curse Res on Poison portal), and each adventurer can only enter a portal once.
Although strongly not recommended for Master difficulty, it is possible for a Poison Res adventurer to enter a Curse Res portal, but this will cause a DPS loss for a short moment after they exit their portals as their skills and shapeshifting are disabled.
Teams with Gala Prince, Gala Zena, and/or Ilia should pay attention to the team composition and ensure that there will be at least two Poison Res adventurers available for two of the portals.
At least one of the units should carry a strong healing shared skill, such as Halloween Lowen's You won't trick me!Lv. 1: Restores HP to all allies with 31%Recovery Potency and continues healing over the next 15 seconds with 25%Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36%Recovery Potency, continues healing over the next 15 seconds with 29%Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44%Recovery Potency, continues healing over the next 15 seconds with 35%Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP], if there are no Gala Zenas.
Pick 3 DPS and a healer to make a composition. Note that as this is a raid-type quest, both solo and co-op play will use the entire team.
Peony should only be used in teams where all DPS adventurers are Light-attuned. If any significant DPS adventurer is not Light-attuned, don't use Peony.
Treat Veronica as a normal DPS, not a low-HP/enmity DPS, for this quest. Keep her healthy as with other units.
As Morsayati is a neutral element boss, there is no elemental advantage whatsoever, and players are free to mix-and-match elements, or stick with a mono-element team, depending on investment and needs.
High-difficulty Omega Raid Battles[ | ]
In raid battles, players will need to bring four adventurers.
Omega-difficulty raid battles are exceptionally difficult, especially in their Level 2 and Level 3 variants, where their HP and damage are cranked up, and you are racing against a time limit that, although may have "overtime" in case the boss is busy or being interrupted by demolished parts or break, is otherwise strict.
It is strongly recommended to bring highly or fully upgraded High Dragon or Agito weaponry for all participating adventurers that primarily deal damage.
The following tables list recommended adventurers, in the order of event welfare, DPS, support, and healer, for each possible advantageous element.
Raids tend to favor adventurers with a strong dragon kit, or adventurers that need time to ramp up, due to both frequent dragon gauge gain and the usually long clear times.
Generally, try to maximize DPS without letting your adventurers be killed. Although DPS is important, a dead DPS is 0 DPS - and lowered DPS can snowball into worse situations as mechanics become rougher.
Avoid excessive use of affliction-reliant DPS if possible, as there are significantly more adventurers than a normal quest, and Omega difficulty raids can potentially take the entire timer, or even go into overtime, before clearing.
You cannot use two variants of the same character within the same team.
Note that there may be some overlap between certain roles.
Some of the adventurers in the "healers" row can only trigger healing if adventurers are equipped with a Healing Doublebuff wyrmprint, as they do not directly heal, but rather have a spammable defense buff.
Flame-advantage raids
The raid event welfare, if they have an event-exclusive damage and defense boost