Wyrmprints are card-like pieces of equipment that can grant additional abilities and stats when equipped.
- 1 Changelog
- 2 Wyrmprint Basics
- 3 Getting Started
- 4 Role-Specific Builds
- 5 Weapon-Specific DPS Builds
- 6 Flexible Options
- 7 Unit-Specific Builds
Changelog[edit | edit source]
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 prints can be used. Some new prints 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.
|2.0 Guide Update Changelog|
|October 27, 2020|
|October 23, 2020||
|October 12, 2020||
|October 10, 2020||
|October 9, 2020||
|1.0 Guide Update Changelog|
|September 16, 2020||
|August 23, 2020||
|August 19, 2020||
|August 11, 2020||
|August 3, 2020||
|July 28, 2020||
|July 5, 2020||
|July 4, 2020||
|July 3, 2020||
|June 27, 2020||
|June 12, 2020||
|June 5, 2020|
|May 31, 2020||
|May 30, 2020|
|May 28, 2020||
|May 19, 2020||
|May 17, 2020||
|May 1, 2020||
|April 27, 2020||
|April 13, 2020|
|March 31, 2020|
|March 29, 2020||
|March 27, 2020||
|March 20, 2020|
|March 14, 2020||
|March 13, 2020|
|March 1, 2020||
|February 29, 2020||
|February 19, 2020|
|February 16, 2020|
|February 14, 2020|
|February 9, 2020||
Wyrmprint Basics[edit | edit source]
Overview[edit | edit source]
Each adventurer is able to equip up to 5 wyrmprints, depending on the slots for their weapon. These slots are divided between gold and blue slots, with gold only taking 5 wyrmprints and blue only taking 3 or 4 wyrmprints.
For wyrmprints that boost the same stat, there is a "max" value across your print loadout that cannot be exceeded. For example, equipping a 20% skill damage print and a 30% skill damage print will not sum to 50% damage, but instead be capped at the max value of 40% skill damage.
The abilities of a wyrmprint, as well as its appearance, can be enhanced when it is unbound 2 times in the upgrade menu. The abilities will be enhanced again at the maximum of 4 unbinds.
Some wyrmprints have access to an Affinity, which will grant additional abilities if enough prints of that Affinity are in the adventurer's loadout. Affinity bonuses are not subject to the usual wyrmprint stat caps mentioned above.
How do I get Wyrmprints?[edit | edit source]
Wyrmprints tend to be available in 3 ways:
1. Exchanging Eldwater in the Shop - This is the primary method that you will use to get Wyrmprints. Every print except for limited ones will be available to purchase in the shop, in exchange for Eldwater. Cost varies depending on a Wyrmprint's Rarity, as listed below.
2. Event Rewards - Events will often give out Wyrmprints as endeavor rewards, and several of these prints are only obtainable during their event specifically. The quality of these prints can vary widely, but they're relatively easy to get, and are cheap to upgrade.
3. Quest Drops - Wyrmprints released in April 2019 or earlier will rarely appear as drops in some quests. However, the drop rate is very low, so it is not worth waiting for these drops to happen. Any prints released after April 2019 will not appear as drops at all.
How do I equip Wyrmprints?[edit | edit source]
Wyrmprints are equipped into the slots on your current weapon. These slots are split between Gold slots (for 5 prints) and Blue slots (for 4 /3 prints). The amount and type of slots available will vary by your weapon, and you may need to unlock a slot with materials. The Weapon Crafting article has some more details.
Stacking Effects[edit | edit source]
Equipping multiple wyrmprints that grant you the same stat will cause them to stack together, up to that effect's cap. The caps don't care about how you got the effect, they only care about limiting the final effect you gained. For example, equipping Levin's Champion (70% HP = 10% Crit Rate) and Dueling Dancers (15 combo = 10% Crit Rate) will stack up to the Crit Rate maximum of 15%, instead of going to 20%.
Generally, you want to avoid overcapping a specific stat, as that ends up wasting a slot you could have used on a different stat.
Affinity[edit | edit source]
Some wyrmprints will have an Affinity, which will grant you a bonus ability if you equip enough of the same-Affinity prints. For example, equipping 2 prints with Lance Affinity will grant a bonus +5% Force Strike Damage. The Affinity Bonuses article has more details.
Generally speaking, Affinity Bonuses are only worth getting if the required prints are useful in their own right. If you can get a Bonus, great, but if not, don't break your build for it. Especially don't equip a bunch of bad prints just to get an Affinity Bonus - it's usually not worth the trouble.
How do I upgrade Wyrmprints?[edit | edit source]
You can upgrade prints in the upgrade menu, similar place as your weapons. There are 4 ways to upgrade your prints:
1. HP & Strength - As the name might imply, upgrading HP & Strength increases the stats of a wyrmprint.
There is a maximum amount of upgrades allowed, depending on the rarity of a wyrmprint and the amount of unbinds it currently has:
Upgrading a wyrmprint costs Holy/Blessed/Consecrated Waters, with the type and amount needed per level varying by the wyrmprint's rarity.
These waters are generally not easily farmable, so you'll depend on event rewards to get them. This coupled with wyrmprints' stats not being very crucial anyway, means you shouldn't worry about this upgrade path until you approach the endgame.
2. Unbinding - This is the most important upgrade path, as getting to 2 and 4 (max) unbinds will upgrade the wyrmprint's ability. The ability is pretty much the whole reason you'd want a print at all. Upgrading this costs Eldwater, with the costs varying by rarity and unbind count as follows:
|Rarity||1st unbind||2nd unbind||3rd unbind||4th unbind|
You can also use Silver Keys (for 4 ) or Golden Keys (for 5 ) to unbind your wyrmprints, at a cost of 1 key per unbind. Since the first unbind on a print is cheaper than the remaining unbinds, it's recommended to use keys on unbinds 2 - 4 to get the most value.
3. Copies - This allows you to equip the same print on multiple adventurers in a team, and any upgrades you make to the print will be cloned among these copies. Getting more copies costs Eldwater, but the catch is that you need a lot of Eldwater - usually enough to max unbind a print, just to buy one extra copy. Therefore, you should only consider additional copies after you have finished unbinds on a print. And even then, only get copies if you absolutely need them.
4. Augments - These items allow you to add some extra HP and Strength to your wyrmprints. These stat boosts are significant at the endgame, where every stat point counts - but before that point, they don't matter much. You can find more details as well as drop locations at the main Augments article
How do I get Eldwater?[edit | edit source]
There are several ways to obtain Eldwater:
1. Summoning - Summoning a duplicate Adventurer will give you some Eldwater instead, depending on their rarity:
|Adventurer Rarity||Eldwater Gained|
2. Selling Dragons - you can sell unwanted Dragons by going to Teams -> Collection -> Dragons -> Part Ways. You'll get more Eldwater for selling higher-rarity dragons, however you should be careful not to sell something you actually need.
- 3 dragons can be safely sold in most cases, as they are outclassed by 4 options. However, keep at least one of every dragon for building bonds in the Dragon's Roost.
- Dragons obtained for free from events (colloquially called "Welfare" dragons) will have lower sell values than usual.
Sell values by rarity are listed below for 0UB dragons.
- If a dragon is unbound, the amount of unbinds will be factored into the sale value (e.g. selling a 3UB 5 dragon will have the same value as selling 4 copies of a 5 dragon.)
|Dragon Rarity||Rupies + Eldwater Gained|
|5||x5,000 + x8,500|
|4||x2,000 + x2,200|
|3||x300 + x150|
|5 Welfare||x5,000 + x300|
|4 Welfare||x2,000 + x100|
|3 Welfare||x300 + x10|
3. The Mercurial Gauntlet (monthly) - This is a mode where you can fight a stationary boss to test your damage output. You'll get a monthly payout of Eldwater among other things, with the amount increasing depending on how many Mercurial Gauntlet floors you have cleared. Also, you only need to clear each floor once, you don't need to repeat the process each month. The amount of Eldwater you get is hefty, ranging from about 30,000 for early-game players to over 90,000 at the high end. Try to pop into this mode whenever you get stronger, so you can improve your Eldwater income.
4. Main Campaign - Hard Mode - Completely clearing a chapter of the Main Campaign on Hard Mode will reward you with some Eldwater. Note that you can only get this once per chapter.
|Hard Chapter Cleared||Eldwater Gained|
|Chapters 1 - 6||x1,500 (each)|
|Chapters 7 - 10||x5,000 (each)|
|Chapters 11 - 15||x10,000 (each)|
5. Events - Events, both limited-time ones and the permanent Event Compendium ones, tend to give varying amounts of Eldwater as well.
Getting Started[edit | edit source]
Using this Guide[edit | edit source]
The information in this guide is intended to be used at either an introductory or mid-game level, to teach you generally what's good to use. End-game builds will sometimes consider things like Dragon, Co-Abilities, Chain Co-Abilities, and Shared Skills equipped on the character, but builds in this guide will usually not account for those. However, they will account for factors such as affliction punishers where applicable.
This guide will also assume that you have all 5 Wyrmprint slots unlocked on your weapon, for maximum build flexibility.
This guide is not going to list builds for every single unit in the game, as a lot of them come down to the following steps:
- Step 1: - Look at the Unit-Specific Builds tab. These units have unusual builds, and if your unit is there, you're done! If not, move to step 2.
- Step 2: - Look at the Role-specific Builds tab and check if your unit fits one of the builds listed. If they do, great! (Move to step 4 to fill out any Flex slots you have left.) If your unit didn't match a role, go to step 3.
- Step 3: - Look at the Weapon-Specific Builds tab and find the one that fits your unit's weapon type and affliction. (You may have some "Flex" slots left over. To fill those, go to step 4.)
- Step 4: - Look at the Flex Options tab and pick some prints to fill your remaining Flex slots.
Note that some of the prints listed are limited, as in they were only available during specific limited-time events. These prints will be marked by an hourglass:
- Blue for prints tied to events or holidays that may get a rerun (such as Halloween)
- Red for prints tied to collab events or specific anniversary years, that will likely never return.
Non-limited alternatives will be suggested whenever possible, but some limited prints may be too unique to be replaced.
Which Wyrmprints should I buy first?[edit | edit source]
The general strategy with Wyrmprint builds on dps units is to follow the following priority:
- Skill Damage Up
- Affliction Punisher matching your element's affliction:
- Strength Up
- Critical Rate Up
- Broken Punisher
- (Other options)
|Starter Build (Leader Unit) - This build is fairly cheap and covers your bread-and-butter for DPS: Skill Damage, Strength, and Crit Rate. We've skipped over affliction punisher for now, for the sake of making this build general-purpose.
Note that the intent is that you put this on your leader unit, which you control. The strength and crit prints here require combo to activate their effects - while a human player probably won't have issues with that, the AI isn't quite so good at keeping combo.
See the step-by-step list below to get yourself set up.
When starting out, it is generally more important to build a varied collection of prints rather than max-unbinding (mub-ing) only a few. Having a mub dagger print won't really help your sword units, for example. Try to hold off max-unbinding until your collection has grown. The following steps can help guide you through this process:
- First, you'll want a Skill Damage print, and the cheapest option is to go pick up Plunder Pals. To do this, go into the Event Compendium in your Quest menu, open up "Trick or Treasure!", kill the Pumpking boss 2 times, and claim Plunder Pals from your endeavor rewards.
- Go into the Upgrade menu and max unbind Plunder Pals + unlock all 4 copies. This should run you a total of about 6,600 Eldwater, which is dirt cheap for 4x max-unbound 5 prints. Stick these on all DPS units in your team.
- Now we want to outfit your player-controlled unit. For this, we want Memory of a Friend and Dueling Dancers from the Shop. These will cover your Strength and Critical Rate needs. Buy both, but don't worry about unbinding them yet. This should cost you another 6,000 Eldwater.
- Flash of Genius can also substitute for Memory of a Friend - they're almost identical, Flash of Genius just has 3 less strength.
- Go back into the Event Compendium and start up "The Miracle of Dragonyule". Follow similar steps to what you did for Plunder Pals, to pick up A Slice of Dragonyule. Max unbind it, but don't buy extra copies. This will cost about 1,500 Eldwater. We will give this to our AI units in the next step.
- For your AI units, we'll buy an assortment of other prints that will become useful later. For the most part, don't worry about unbinding them yet. Each print will cost 2,000 Eldwater, for a total of 10,000 Eldwater for this step.
- Distribute 2 prints to each AI unit, making sure to pair Slice of Dragonyule with Rogues' Banquet on the same unit.
- Now, slowly start to buy 0ub copies of Role-Specific and Weapon-Specific prints, particularly the Skill Damage ones. The Role-Specific Builds and Weapon-Specific Builds tabs have some recommended options. This can be a long process, so take your time.
- Steadily start to max-unbind your Role-Specific and Weapon-Specific setups, prioritizing the roles and weapons you play most.
- Look into Flex Options to optimize builds depending on your unit. By this point you've already got good base prints, so it's a matter of min-maxing.
Role-Specific Builds[edit | edit source]
These builds concern specific Roles, which can apply across several different weapon types, and are too general to be listed in Unit-Specific Builds.
Buffers[edit | edit source]
Buffers can be identified as units who buff the team's stats on their skill 1. Their personal DPS tends to be rather low, so they want to focus on supporting the team rather than their own DPS. Examples of buffers include: Emma, Elisanne, Tobias, Chitose, Patia.
- Note that Buff Time does NOT affect Buff Zones, such as those from Eugene, Nevin, or Gala Prince. You may need to build such units like a normal DPS instead.
Buffers tend to target:
|Bow Boon focus (max-/near-max Haste) - This set of builds seeks to capitalize on Bow's Boon for additional Skill Haste.
For the last 4 slot, you have several options:
| Light / Shadow Buffer Build - This is similar to the Bow Boon focus build, but offers a 5 Flex slot by using the Light / Shadow exclusive Buff Time prints in a 4 slot. (20% Skill Haste + 25% Buff Time)
|Staff's Boon Focus - This set of builds focuses more on Staff's Boon for additional Buff Time. (15% skill haste, 35% buff time)
|Helper Buffer Build (No Skill Haste, near-max Buff Time) - This build completely abandons Skill Haste in favor of Dragon Prep (since Helpers can't use Skill Haste), with near-max buff time. (38% buff time + 10% Dragon Prep)|
Healers[edit | edit source]
Healers tend to target:
- HP Up (more survivability, and enhances heals)
- Recovery Potency (enhances heals)
- Buff Time Up (lengthens the duration of regen heals and stat buffs)
|Staff Boon Focus - Healers are fortunate in that they can easily achieve max buff time through Staff's Boon without straying from their usual print priorities. (45% Buff Time)
|Healer Helper Build - When using a healer as a Helper, a bit of Buff Time can be traded for Dragon Prep. (38% Buff Time + 10% Dragon Prep)|
Dragon Form[edit | edit source]
|Enter the Dragon - This set best fits units that can spam dragon transformations and/or want to stay in dragon form, such as The Prince, Gala Mym, Gala Prince, or Lathna. Simply slot in your 40% Skill Damage print (if your weapon has one) over Plunder Pals and you're good to go.
This build can also see some use in Dragon Battles during Onslaught Events, where your dragon form is permanent for the duration of the quest. However, there are a few things to note:
Damage Helper[edit | edit source]
|Helper Damage + Utility - This build seeks to maximize damage from Helper skills, making use of the quirk that Helpers are always considered to be at Full HP.
Weapon-Specific DPS Builds[edit | edit source]
These builds are for general purposes depending on weapon type and affliction access. They should work at a basic level for most DPS units, but make sure to check the Unit-Specific Builds tab in case your unit has unique qualities.
Swords[edit | edit source]
|Sword Build (4 affliction punisher) - Swords highly favor using force strikes in their combos - 2 to 3 taps followed by FS is a staple strategy for optimal DPS.
|Sword Build (5 affliction punisher) - This time we have an affliction punisher taking up our third 5 slot, so we'll have to use a 4 slot for our force strike print. The Warrioresses provides a little less force strike damage than the 5 options, but it still has Lance Affinity, so we can maintain the +5% FS bonus.
Blades[edit | edit source]
|Blade Build (4 affliction punisher) - Blades lack a 40% skill damage print, so we'll have to settle for 30%. Several options for it exist, but we're listing Plunder Pals since it's the cheapest, and you most likely already have it from earlier in the guide.
|Blade Build (5 affliction punisher) - This time our affliction punisher is taking a 5 slot, granting us a Flex 4 slot instead.
Daggers[edit | edit source]
|Dagger Build (4 affliction punisher) - Daggers have access to two weapon-specific prints: Twinfold Bonds in 5 for skill damage, and A Passion for Produce in 4 for crit rate.
|Dagger Build (5 affliction punisher) - This time our affliction punisher is taking a 5 slot, granting us a Flex 4 slot instead.
Axes[edit | edit source]
|Axe Build (4 affliction punisher) - Axes have access to two weapon-specific prints: Summer Paladyns for skill damage and Kung Fu Masters for crit rate, both in 5 .
|Axe Build (5 affliction punisher, no flurry) - This time our affliction print is a 5 , but that makes our 5 options quite crowded. Due to this, we're moving our strength print down to 4 , but the most strength we can manage in one slot is 10%.
Lances[edit | edit source]
|Lance Build (4 affliction punisher) - Fairly straightforward build, utilizing the 40% skill damage print for Lances, Dragon and Tamer.
|Lance Build (5 affliction punisher) - This time our affliction punisher is taking a 5 slot, granting us a Flex 4 slot instead.
Bows[edit | edit source]
|Bow Build (4 affliction punisher) - Bows have access to two weapon-specific prints: Forest Bonds for skill damage and Dear Diary for crit rate, both in 5 .
|Bow Build (5 affliction punisher, no flurry) - This time our affliction print is a 5 , but that makes our 5 options quite crowded. Due to this, we're moving our strength print down to 4 , but the most strength we can manage in one slot is 10%. The last slot can go to another strength print such as Beauty's Secret to round out the strength at 20%, or can go to a different print entirely.
|Bow Build (5 affliction punisher, flurry) - This build drops Dear Diary for a Flurry Strength print, opening up a 4 Flex slot at the loss of 2% or 4% crit.
Wands[edit | edit source]
|Wand Build (4 affliction punisher) - Fairly straightforward build, utilizing the 40% skill damage print for Wands, Candy Couriers.
|Wand Build (5 affliction punisher) - This time our affliction punisher is taking a 5 slot, granting us a Flex 4 slot instead.
Manacasters[edit | edit source]
|Manacaster Build (4 affliction punisher) - Manacasters lack a 40% skill damage print, so we'll have to settle for 30%. Several options for it exist, but we're listing Plunder Pals since it's the cheapest, and you most likely already have it from earlier in the guide. Manacasters do have access to a 12% critical rate print in Enter the Blue Rose! though, so we'll be using that.
|Manacaster Build (5 affliction punisher) - This time our affliction punisher is taking a 5 slot, granting us a Flex 4 slot instead.
Flexible Options[edit | edit source]
These prints can be slotted into builds on multiple different weapon types, but may be dependent on specific content and strategies.
| Strength - These wyrmprints grant additional Strength, which is the basis of pretty much all damage coming out of an adventurer, and hence directly increase DPS. They can be especially effective if your adventurer is equipped with a Skill Damage dragon, which tend to have little to no innate Strength.
| Strength Doublebuff - For single units or team compositions that can buff Defense fairly often, Strength Doublebuff can turn a strong defense into strong offense.
| Critical Rate - These wyrmprints grant additional Critical Rate, which can help supplement the increase in Strength to increase DPS, and also scale with Critical Damage abilities. In addition to the overall increase in DPS, lucky critical hits against a boss during break can significantly help with clearing quests faster.
Note that Critical Rate Up's onset of diminishing returns show up sooner than Strength Up, especially if there are already pre-existing Critical Rate Up abilities, and lack of Critical Damage Up abilities.
| Critical Damage - Critical Damage by itself doesn't do much without the critical rate to back it up (most adventurers start with a critical rate of just 2%, with Axes starting at 4%). But if given Critical Rate Up abilities, or on adventurers that can reliably achieve high or guaranteed criticals (either by maxing out the critical rate as with Ezelith and Ilia, or by being Inspired), Critical Damage Up abilities can further elevate your DPS.
| Gauge Accelerator - A Mother's Love allows for breaking the boss's Overdrive bar faster by making all damage towards it multiplied further by the Gauge Accelerator bonus, which tends to lead to earlier breaks, possibly faster clears, and more DPS overall. Swords, as well as adventurers that have spammable, enhanced force strikes such as Hunter Sarisse in particular enjoy these types of prints, since their Force Strike is great for chunking down Overdrive bars. Pair with Force Strike and Overdrive Punisher prints such as Here Come the Sealers! and Lord of the Skies for even better results.
They're also great for quests where breaking the boss speedily is important, such as the majority of current raid bosses and The Mercurial Gauntlet, either due to the short time limit, or when affliction punisher is unavailable or undesired.
| Overdrive Punisher - Lord of the Skies increases damage towards bosses in overdrive, which tends to lead to earlier breaks, possibly faster clears, and more DPS overall. It even works if your plan wasn't to break in the first place - as long as the boss is in Overdrive for a vast majority of the fight (regardless of whether they break), then this print will still improve your damage output during that time.
Swords, as well as adventurers that have spammable, enhanced force strikes such as Hunter Sarisse in particular enjoy these types of prints, since their Force Strike is great for chunking down Overdrive bars. Pair with Force Strike and Gauge Accelerator prints such as Here Come the Sealers! and A Mother's Love for even better results.
They're also great for quests where breaking the boss speedily is important, such as the The Mercurial Gauntlet, either due to the short time limit, or when affliction punisher is unavailable or undesired.
| Force Strike - For units that focus heavily on using force strikes for damage, mainly Swords and the Monster Hunter units, boosting the power of those force strikes can lead to faster Overdrive breaks and overall improved DPS. If skill damage isn't a concern but breaking Overdrive quickly is needed, for example in Void Agni Strike, then a Gauge Accelerator print can be run alongside an FS print for even faster breaking speed.
| Broken Punisher - While break state tends to last for only a short amount of time, it is also a prime opportunity for adventurers to unload extremely large amounts of damage. These Broken Punisher prints multiply damage against broken bosses, and as they use their own unique bracket in calculating damage, can have an extremely strong effect for adventurers that have their skills or dragon form ready to whale on a boss.
| Skill Haste - Skill Haste is a tricky subject. The goal is to hit a "breakpoint", i.e. an amount of haste where you can shave off 1 or more attacks toward charging a skill. Breakpoints are different for every character, but a good rule of thumb is to look for breakpoints of 8-10% or lower.
| Skill Prep and Force Charge - For certain units or quests, it can be very important to get skills ready as soon as possible.
A Slice of Dragonyule is king among Skill Prep +50% prints since its event welfare status makes it significantly cheaper than other choices to obtain unbinds and copies of.
An alternate approach is to use Force Charge, provided by Castle Cheer Corps or Sisters' Day Out, which can instantly fill skill gauges by 25% from a Force Strike, 3 times per quest, for a total of 75% skill prep.
Some units have built-in skill prep that doesn't quite reach 100%. Notably, Halloween Lowen, Nurse Aeleen, Lowen (without Mana Spiral), and Cleo (without Mana Spiral) all max out at 75%. These units' skill prep can be "completed" by pairing with a 50% skill prep print.
| Healing Doublebuff - In quests that emphasize surviving over DPS, or when solo-playing endgame content, Healing Doublebuff can turn def buffs into healing sources for a hyper-defensive strategy.
| Strength -10 & Strength Debilitator - This effect offers an interesting trade-off: lower your own strength in order to debuff enemies' strength. It's best used on healers or other supportive units, whose own strength is usually not very important anyway. Debuffing enemies' strength also means that teammates will take less damage, which means an easier job for the healer.
| Resilient Offense - For units that thrive at low HP (often called "enmity" units), and have a consistent method of lowering their own HP, Resilient Offense can offer an extra 10% strength for the remainder of the quest the first time the unit's health drops to 30%.
| Slayer's Strength and Striker's Strength / Wave-clearing content - These prints can see use in wave-based content where a lot of small enemies are present, such as Facility Event Challenge Battles, Defensive Events, and Onslaught Events.
|"Last" abilities and niche Doublebuffs / Speedruns - These prints are very niche, but with the right setup, they can be used in speedrun or "cheese" strategies to defeat a boss within seconds.
The best prints for a specific speedrun are highly dependent on team composition, gear, and the fight itself. Be sure to research what's best to use based on the situation - we've only scratched the surface and highlighted some of the common pieces.
| Player EXP - These prints have no actual combat effect, but instead boost Player EXP gain, which can work towards Wyrmite, an expanded stamina cap, and an expanded friend list cap. One of these prints can be slapped onto a flex slot if you're facing a non-threatening piece of content. You could even put it on backline units during co-op and still get the effect, despite the backline units not entering combat.
Note that this effect does not stack across prints or adventurers. If you have a 5 The Prince (with his 15% Player EXP) and some copies of these prints on the team, then the 15% overrides everything else and you only get 15% Player EXP total.
Unit-Specific Builds[edit | edit source]
These prints don't necessarily follow the general build patterns, and are often custom-made to fit an adventurer's unique strengths.
|Poisonous Prophet - Delphi's main contributions are his super-potent poison (300% damage mods when most other sources are just 60% or lower), and some debuffs on the enemy. His poison's damage is split into two parts: most of it is from his enhanced force strike, while the last bit is from his skill 2.
|No Skill Damage, Full HP only, Flurry Devastation - Durant has no damaging skills, so running Skill Damage prints is a no-go. Instead, he revolves around staying at Full HP and buffing his own strength, crit rate, and critical damage.
|Skill Chain Assassin - Unlike most swords, Gala Alex doesn't rely very much on her force strike - she can usually get by with normal 5-tap combos. Therefore, she can run a standard Shadow DPS build without force strike prints.
|An Otherworldly Force - Gala Zena is quite unusual for a staff, as she's primarily a DPS more than a healer, and the majority of her DPS is coming from her enhanced force strike.
|Eternal Life Shields - Grace wants 3 things for her job: HP (for bulkier life shields), Healing Doublebuff (to heal herself faster and refresh life shields faster), and Skill Prep (to cast a shield immediately at the start of a fight). We can do this with four prints: Study Rabbits (HP), Odd Sparrows (Healing Doublebuff), and 2x 50% Skill Prep prints, leaving her with a Flex 5 slot.
|I'm a Healer, but... - Despite what may be implied by being a healer, Heinwald is all about damage: more damage means more heals, and he gains a lot more from running DPS prints than healer classics like recovery potency or HP. Unfortunately, there's no 40% Skill Damage print for staffs that he can use, so he has to settle for a 30% one (Plunder Pals is listed here because it's the cheapest one, and you probably already have it). The rest of the build is a straightforward Shadow DPS setup.
|True Charge Slash - Hunter Berserker's playstyle is to use a fully-charged force strike, roll, repeat. Due to this, he highly favors force strike prints, as well as any strength he can get. However, his force strike takes long enough to charge that he is likely to drop combo without a Combo Time extender, such as from Nobunaga or Ezelith. His force strike and affliction prints are pretty much locked in, but his remaining options depend on whether he has Combo Time:
|Dragon Piercer - Hunter Sarisse gets the bulk of her damage from fully-charging her special force strike. However, the charging takes long enough to where she can't maintain combo unless she has access to Combo Time extender, such as from Gala Elisanne or Dragonyule Cleo.
|Doubloons and Doublebuffs - Karina lives for doublebuffs - every buff she receives, no matter what stat it's affecting, will increase the skill damage of her skill 1 by an extra 5%. She can even get a defense buff off of skill 2 to trigger doublebuff effects, and she has natural healing doublebuff.
|Dark Side of the Force - The primary source of Linnea's DPS is her force strike, but it takes so long to charge that she can't maintain combo for flurry.
|Kung Fu Combo Master - Lin You is unique among Axes, as her natural access to Attack Rate up and Combo Time lets her easily maintain combo for flurry effects. Therefore, we'll slot in a flurry strength print for our third 5 slot.
|Boss Buster - Mega Man's skills aren't affected by skill damage, so that's out. We'll just go down the priority list after that point, giving him affliction punishing, strength, crit rate, and crit damage.
|I Dream of Doublebuffs - Peony is a DPS for the most part, but she also sprinkles a variety of buffs across her team, including defense, strength, attack rate, movement speed, amd shadow res.
|Chill for 60 seconds, then serve - Pinon's true potential requires first unlocking her Sigil - a 300-second debuff that can be removed faster by spamming level-2-charged force strikes. Pinon will of course want to spam force strikes until that process is done, which takes about 60 seconds. After that, she wants to loop the 6th hit of her standard attack combo string as much as possible.
|Vitamin-rich Veggie - Pipple doesn't have any damaging skills - instead, he buffs the team with defense and energy buffs, while his damage comes almost completely from standard attacks.
|Doublebuffs, Fired Up! - Summer Celliera is a sword, and she does force strike a lot, but she stands to gain more by stacking her natural strength doublebuff effect - she can even defense buff herself to activate it.
|Goldfish Granny - Yukata Cassandra's main contribution to the team is her "Goldfish" buff - this adds a bonus hit onto every hit that anyone on the team performs. Basically, more damage and more combos for everyone. It uses a combination of Cassandra's strength and the buff receiver's damage mods. She can also heal, but that's not as important.
|Forceful Family Man - Zhu Bajie is in an interesting predicament. He wants to stay at low HP, but he can't maintain combo for flurry, as he focuses on force strikes instead. This closes off the usual paths for a strength print, and leaves Resilient Offense as his only real option.