Wyrmprints are card-like pieces of equipment that can grant additional abilities and stats when equipped.
- 1 Changelog
- 2 Wyrmprint Basics
- 3 Using this Guide
- 4 Role-Specific Builds
- 5 Weapon-Specific Builds
- 6 Secondary Wyrmprint Archetypes
- 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.
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Wyrmprint Basics[edit | edit source]
Each adventurer is initially only able to equip 1 wyrmprint, but a second slot is unlocked after clearing chapter 5 of the main story. However, 2 copies of the same print can't be equipped on the same adventurer.
For wyrmprints that boost the same stat, there is a "max" value across the two prints 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 with duplicates or with Silver Keys (for 4 ) / Golden Keys (for 5 ). The abilities will be enhanced again at the maximum of 4 unbinds.
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. Buying a print will increase the counter on that print in the shop, making its price increase until 5 copies are purchased, at which point the cost will reset. Cost also varies depending on the Wyrmprint's Rarity, as listed below.
|Rarity||1st Copy||2nd Copy||3rd Copy||4th Copy||5th Copy|
- In total, a max-unbound (mub) 5 print will cost you 37,000 Eldwater, while a mub 4 print will cost you 17,000 Eldwater.
2. Event Rewards - Events will often reward Wyrmprints for free, and several of these prints are limited to their event specifically. The quality of these prints can vary widely, and they sell for less Eldwater than normal prints do, but they're relatively easy to get.
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 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 Wyrmprints and Dragons - you can sell unwanted Wyrmprints or Dragons by going to Teams -> Wyrmprints -> Sell, or Teams -> Dragons -> Part Ways. You'll get more Eldwater for selling higher-rarity prints and dragons, however you should be careful not to sell something you actually need.
- 3 prints and 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, and try not to sell a print until you already have a better version in hand.
- Dragons obtained for free from events will have lower sell values than usual. This also applies to prints obtained in this way, but it can be tricky to tell which ones have the sell penalty:
- In Facility Events, the low-sell print is the one that you can buy 5 copies of in the shop, and that appears in the point collection list 4 times. The print you can only buy 1 copy of does not have the sell penalty.
- In Raid Events, the low-sell print is the one listed at the top of the Blazon Boxes. Any other random prints from the Blazon Box do not have the sell penalty.
- Note that 2 prints do not give you any Eldwater when they are sold.
Sell values by rarity are listed below for 0UB items.
- If an item 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.)
|Wyrmprint/Dragon Rarity||Rupies + Eldwater Gained|
|5 Dragon||x5,000 + x8,500|
|4 Dragon||x2,000 + x2,200|
|5 Wyrmprint||x5,000 + x3,000|
|4 Wyrmprint||x2,000 + x1,000|
|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 - 14||x10,000 (each)|
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, and Chain Co-Abilities 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 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: start with your unit's Role-Specific Build, if they fit one. If your unit doesn't fit the listed Roles, start with their Weapon-Specific Build instead.
- Step 2: adjust your secondary (usually Strength) print according to the Secondary Print Archetypes that your unit can make use of.
Builds that stray from this path, or that are otherwise unusual, are listed the Unit-Specific Builds section.
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 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]
|Wyrmprint 1||Wyrmprint 2|
|Starter Build - This simple dps build can work at least decently on almost any dps unit. Weapon-specific setups can usually outperform this, but it's a good fallback when in doubt.
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:
- A good "starter pack" for beginners is to buy 4x 0-unbound (or 0ub) copies of Resounding Rendition and Beautiful Nothingness. These should work on a basic level for most dps units. In total, this will cost you 41,000 Eldwater.
- If you are using a buffer such as Elisanne, consider buying a copy of Beach Battle as well, since buffers wouldn't be using Resounding Rendition. This would cost you 2,000 Eldwater. More details on buffers can be found in the General Builds section.
- Once RR and BN are set up, start to buy 0ub copies of Role-Specific and Weapon-Specific prints, particularly the primary slot/Skill Damage ones. The General Builds section has some recommended options.
- After getting all Weapon-Specific setups at 0ub, buy a 5th copy of Resounding Rendition and make 1 max-unbound copy.
- Steadily start to max-unbind Weapon-specific prints, prioritizing the ones you play most.
- Look into Secondary Print Archetypes and Unit-Specific Builds to optimize builds depending on your unit. By this point you've already got good base prints, so we're min-maxing now.
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]
|Wyrmprint 1||Wyrmprint 2|
|Buffer Build - Buffers take a different approach to typical builds, as their personal dps is usually poor while their team buffs can amplify the dps of their allies. Generally speaking, they don't really care about Skill Damage or Strength. Instead, their top priority is equipping Buff Time with some Skill Haste mixed in, to extend the uptime of their buffs for as long as possible.
Weapon-Specific Builds[edit | edit source]
These builds are for general purposes depending purely on weapon type. They should work at a basic level for most units, but make sure to check the Unit-Specific Builds tab in case your unit has unique qualities.
Swords[edit | edit source]
|Wyrmprint 1||Wyrmprint 2|
|General-purpose Sword Build - A straightforward sword build that utilizes the 40% skill damage boost from The Shining Overlord. Dragon Claws can improve offensive potential further if multiple opportunities to Shapeshift are available.
|Build for fast Overdrive Bar breaking - The strongest point about many swords is their Force Strike (FS) damage on bosses' Overdrive (OD) bars, which is higher than that of any other weapon type. This build capitalizes on that twofold: boost the FS damage with Mega Friends, and make the OD bar go down even faster with Bubble & Wood's Gauge Accelerator. You still get to have 30% skill damage and 13% strength on top of that, as well.|
Blades[edit | edit source]
|Wyrmprint 1||Wyrmprint 2|
|General-purpose Blade build - Blades unfortunately have yet to receive their coveted 40% skill damage print, so they tend to fall back onto the classic RR.
Daggers[edit | edit source]
|Wyrmprint 1||Wyrmprint 2|
|General-purpose Dagger build - Twinfold Bonds provides 40% Skill Damage and 15% Flurry Strength. However, this means we can't equip a secondary strength print, as that will start hitting the strength cap of 20%. So instead, we'll aim for a Critical Rate print. Water Daggers can use The Prince of Dragonyule while Shadow Daggers can use Howling to the Heavens. All others can use Levin's Champion.
Axes[edit | edit source]
|Wyrmprint 1||Wyrmprint 2|
|General-purpose Axe build - Axes have a naturally high crit rate (4% instead of the 2% on everyone else), and Kung Fu Masters capitalizes on this by increasing their crit even further. KFM only has 20% skill damage, but Flower in the Fray can provide the missing 20% while also giving some crit damage to synergize with the high crit rate.
Lances[edit | edit source]
|Wyrmprint 1||Wyrmprint 2|
|General-purpose Lance build - Despite a 40% skill damage print existing in Dragon and Tamer, its second ability of shadow res is useless on anyone who isn't Light-attuned. As such, most lances will choose to use the classic Resounding Rendition instead for similar damage output.
|Light Lance build - For Light Lances, Dragon and Tamer can provide some slight defensive utility while still offering that coveted 40% skill damage. Resounding Rendition potentially offers a higher damage ceiling if one is willing to roll the dice on crits, however.
Bows[edit | edit source]
|Wyrmprint 1||Wyrmprint 2|
|General-purpose Bow build - Bows are fortunate in that they have class-specific skill damage and crit rate prints without overlap (unlike Axes). Equipping this combo creates a result similar to KFM + FitF, just without that bit of crit damage. Instead, there is the potential to get up to 30% more strength through careful Resilient Offense procs.
|Flexible Bow build - Once you have access to affliction-punishing prints, it's more effective to use RR as a middle ground between FB and DD, freeing up your second slot for the punisher.
Wands[edit | edit source]
|Wyrmprint 1||Wyrmprint 2|
|General-purpose Wand build - Wands appreciate the 40% skill damage from Candy Couriers, as one may expect. Broken Punisher, while usually paired with odd secondary skills, gets a chance to shine here.
Staffs[edit | edit source]
|Wyrmprint 1||Wyrmprint 2|
|General-purpose Staff build - Healers don't really do damage - instead, their main concerns are surviving and supporting the team. Study Rabbits can serve both purposes by offering both HP and Defense, with HP feeding into the Healing Formula to improve heals. Additionally, for healers such as Hildegarde that have shields, this extra HP can improve the shields' effectiveness.
Something to note: most healers will over-heal whatever content they face, so they do the healing job very well even with no prints at all. Boosting healing effects is still helpful, but it's not strictly necessary. Due to this, the secondary print is very flexible and plays more of a utility role depending on the situation:
Secondary Wyrmprint Archetypes[edit | edit source]
These prints can be slotted into builds on multiple different weapon types, but may be dependent on specific content and strategies. These will usually take the place of the strength print in builds. These prints can serve a variety of roles, and this guide will refer to those roles as Archetypes.
Affliction Punishers[edit | edit source]
The prints at the cutting-edge of the meta currently are the affliction-punishing prints, which provide a massive boost to dps when the team can reliably inflict certain statuses:
|Secondary Wyrmprint Archetypes|
|Affliction Punishers - When put on a team that can reliably inflict a given status on the enemy, these prints offer a powerful 25-30% boost to damage. These are incredibly strong contenders for the strength slot, and are at the core of the current Meta.|
Other Options[edit | edit source]
If punishers aren't available for your chosen unit or team, then other print options may be considered for the secondary slot:
|Secondary Wyrmprint Archetypes|
|Flurry Strength and Flurry Devastation - If high combos can be maintained throughout a fight, these prints can offer a higher strength boost than other print options. This is best done with units that can rack up high combos (such as Wand units), units that have lots of hits on Skill 1, units with natural Flurry abilities (such as Marth, Gala Luca, and Nobunaga), and units with extended Combo Time (such as Valerio, Mitsuba, and Lin You).
| 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.
| 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% or lower. These prints can meet that threshold, and may be worth replacing BN for the strength slot.
| Skill Prep and Force Charge - For certain units or quests, it can be very important to get skills ready as soon as possible. This can be used for offense, for example during Void Battle epithet speed clears, or for defense, such as lessening High Dragon opening blasts with instant buffs (example users: Gala Elisanne, Gala Prince, Thaniel).
An alternate approach is to use Force Charge, which can instantly fill skill gauges by 25% from a Force Strike, 3 times per quest, for a total of 75% skill prep.
| 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. Odd Sparrows also offers Strength Doublebuff in addition to the healing, helping to justify its place in the strength slot.
| Gauge Accelerator - These prints allow for breaking the boss's Overdrive bar faster, which tends to lead to faster clears and more dps overall. Swords in particular enjoy these types of prints, since their Force Strike is great for chunking down Overdrive bars. Pair with Force Strike prints such as Mega Friends for even better results.
| Strength Doublebuff - For single units or team compositions that can buff defense fairly often, Strength Doublebuff can turn a strong defense into strong offense. Units such as Summer Celliera or Ramona with natural Strength Doublebuff especially benefit from stacking one of these prints on top of it.
|Dragon Form - For units with speedy dragon gauges or unique dragon forms, these prints can capitalize on DPS during or after dragon transformation. These also see use in raids, where dragon gauge refills are common from demolishing boss parts.
| Slayer's Strength and Striker's Strength / Wave-clearing content - In areas like facility events with a large amount of enemies, prints with "Slayer's Strength" or "Striker's Strength" allow for building up a 25-30% strength boost for the remainder of the quest, depending on amount of kills. In such a situation, these can take the strength print slot.
|Full HP/Helpers - These prints can offer more skill damage, recovery potency, or strength than the average print, but with the downside of needing to maintain Full HP throughout a fight, which is usually not reasonable. However, these prints can keep their full potential no problem on Helper units, which the game considers to always be at Full HP.
| 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 easily be slapped on a healer's secondary 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.
|Adventurer||Wyrmprint 1||Wyrmprint 2|
|Men in Black: Combo-national - Catherine has a unique fighting style, calling in her Men in Black to fight for her instead of using a normal lance combo. Her unique combos have tons of hits, and her skill 2 can deal a massive 46-74 hits, depending on the Perfect Escort buff stacks from skill 1. Needless to say, she has no problem whatsoever maintaining high combos. She also hits a notable skill haste breakpoint at 8%.
|Poisonous Prophet - Delphi's defining trait is his incredibly-strong poison, boasting 300% damage when all other poison sources are only around 60% at the high end. The damage of poison depends on what inflicted it, and in Delphi's case that includes both his skills and enhanced force strike (after using s1). Boosting both Skill Damage and Force Strike would be great, but is not strictly necessary, as his FS poison is roughly twice as important to his dps as his Skill Damage poison is.
|No Skill Damage, Full HP only, Flurry Devastation: (Proper Maintenance + Howling to the Heavens) - Durant has no damaging skills, so Skill Damage prints are a no-go. Instead, Durant self-buffs for str and crit, and his passive abilities improve his damage when at full HP. This makes him a perfect fit for Mercurial Gauntlet levels below 51, where maintaining Full HP is easy. Since Fafnir Roy III also doesn't move all that much, Flurry prints can work quite well.
|Skill Chain Assassin: (The Shining Overlord + The Fires of Hate) - Gala Alex has a very unusual playstyle for a sword in that you can either use her full 5 combo or 4 combo then Force Strike (slight gain over 5 combo) instead of the usual 2 combo then FS for swords. The bulk of her damage comes from her unique "Skill Chain" mechanic, which effectively allows her to store the use of her skills (up to 3 times) and spam them in short succession.
|Critical Coexistence: (The Wyrmclan Duo + Primal Crisis/Breakfast at Valerio's) - Gala Luca (Gluca) has very high crit, reaching upwards of 77% on his s1 before team support. This means he can make great use of crit damage on his prints, so The Wyrmclan Duo is preferred for the skill damage slot. Due to his natural Flurry Devastation ability, Gluca should be aiming for high combos, which synergizes well with Primal Crisis to bring his crit to 87% or higher.
|Eternal Life Shields: (The Maid Crusade + Study Rabbits/The Chocolatiers) - Grace shakes up the definition of being a Staff unit by not actually having any party-healing skills. Instead, she provides high survivability through high defense buffs and Life Shields - a buff that mitigates damage by its HP value, which can get to about 3,000 at the high end. Her natural Healing Doublebuff then makes her defense buffs heal herself, so she can continue making Life Shields.
|"Vampire" Staff dps build - Heinwald is a very unusual healer. His focus is much more on dealing damage than healing, and most of the amount that he does heal is dependent on the damage he dealt (think of him like a vampire). Since, like blades, Staffs have no 40% Skill Damage print available, Heinwald has to settle for a general dps build using RR.
|"True Charge Slash" FS dps: (The Lurker in the Woods/Stellar Show + Resounding Rendition) - The majority of Hunter Berserker's damage comes from his Force Strikes, very much overtaking his skill damage. Instead, his S1 is used to set up defense down on enemies, which grants Berserker upwards of 22% crit rate due to Reduced Defense Devastator. Additionally, his force strike also has built-in Broken Punisher.
Since Skill Damage isn't quite so important on Berserker, and his kit grants him a good amount of crit, we can trade off the extra 10% skill damage on The Shining Overlord for the extra 8% crit on Resounding Rendition. We can then pair this with The Lurker in the Woods, which boosts both his FS's overall damage and its Broken Punisher effect. if LitW is not available, Stellar Show may be considered instead.
|"Dragon Piercer" FS dps: (The Lurker in the Woods/Stellar Show + Dear Diary) - Hunter Sarisse's Force Strike is incredibly strong, and her entire kit is built around it. Even her s1 pales in comparison to her FS's power, plus it boosts her next FS anyway. Therefore Sarisse can forego the Skill Damage of Forest Bonds and replace it with The Lurker in the Woods for its FS boost. For her secondary print she still would want the standard Dear Diary for bows.
|S2 quick charge + Overdrive melter - Hunter Vanessa possesses a strong unique FS, but unlike Hunter Sarisse her actual skills deal decent damage as well, so she plays like a normal lance until she starts spamming FS to break overdrive. Her s2 can grant a 30% str buff for 90 seconds - both a huge amount and a huge duration - after she tanks a hit, but it's slow to charge.
|Doubloons and Doublebuffs: (Valiant Crown + His Clever Brother) - Karina's Mana Spiral enhances her base playstyle - get lots of buffs to make skill 1 extremely powerful, and then unleash it. Defense buffs are especially valuable for this purpose, as they will trigger Karina's natural Healing Doublebuff, which both heals her and counts as another buff for her skill 1's damage. She can even defense buff herself with skill 2. Additionally, skill 1 gives access to Frostbite.
|Apathetic Amaryllis - Linnea's only source of skill damage is from the second phase of her skill 2, with the bulk of her damage instead coming from her enhanced Force Strike after using skill 1. If her FS is able to fully charge up, then she can also refill skill 1 immediately, allowing more uses of the enhanced FS. Therefore, Linnea doesn't want Skill Damage prints at all and would rather go all-in on Force Strikes for her primary print slot.
|Kung Fu Combo Master: (The Wyrmclan Duo + Primal Crisis/Breakfast at Valerio's) - Lin You's Mana Spiral puts a strong focus on Flurry combos, granting her up to 40% bonus crit rate as well as extending her combo time & attack speed, to compensate for Axes' usually-slow attack swings. When combined with the 4% base crit of axes, her kit now puts her at an impressive 54% crit rate before wyrmprints. This means she can make use of the high crit damage from The Wyrmclan Duo, and combine it with a flurry print such as Primal Crisis (or Breakfast at Valerio's) to further push the benefits of her combos.
|"Boss Buster", No-Skill-Damage dps: (Wily Warriors: Bubble & Wood + Levin's Champion) - Mega Man's skills are not affected by Skill Damage or Skill Haste effects, so that limits his options. His next best bet would be to run strength and crit rate prints.
|Low HP Offense build - Natalie's playstyle revolves around being at very low HP: less than 30%. This unfortunately means that Natalie doesn't qualify for Wyrmprint effects that expect you to be at high hp. Heralds of Hinomoto is one of few skill damage prints whose second ability Natalie can actually use, and its 6% haste happens to be enough to hit a couple of skill breakpoints for her.
|Jack-of-all-Doublebuffs: (Primal Crisis/Breakfast at Valerio's + Odd Sparrows) - Pipple is an interesting unit - He has no damaging skills, but that's actually to his advantage. He has a passive that grants high strength and crit at max Energy stacks, and since he has no damaging skills, his Energy will stay capped for the entire match after it gets maxed once. His standard attacks also have boosted damage compared to that of a regular Wand, and he has a defense buff on Skill 1 to enable doublebuff utility.
With all this in mind, Pipple would want a Flurry print such as Primal Crisis or Breakfast at Valerio's, since his standard attacks are the bulk of his damage and his skills are short enough as to not interrupt combo. For his secondary print, he would want Odd Sparrows to turn his S1 into a defense, self-healing and strength-boosting skill, granting Pipple a lot of self-sustainability.
|Doublebuffs, Fired Up!: (Valiant Crown + Memory of a Friend) - Summer Celliera (or Scelery) thrives on defense buffs to activate her innate Strength Doublebuff passive, and she can even def buff herself to activate it using skill 2. This means we can double-down on the doublebuffs by equipping Valiant Crown, leading to great results for her dps. In the endgame she's often run alongside Pipple, who provides even more defense buffs, increasing the value of doublebuffs even further.
|She Buffed Me With Science: (Candy Couriers/Resounding Rendition + A Dog's Day) - Summer Sinoa's kit provides respectable personal DPS, as well as a good team buff, so she ultimately plays a hybrid role between the two.
|Forceful Family Man - Zhu Bajie has access to a unique Force Strike that makes a significant impact on his dps, similar to the Monster Hunter units. In his case, the split between FS and Skill Damage is roughly 50/50, making Mega Friends a perfect choice for his primary slot.
Since Zhu Bajie is a low-hp unit though, that means he can't use high-HP-conditional strength prints for his secondary slot.