General Shells



Equipment options · Main stats · Team examples
For Oryes, compare Reaper Steps while keeping the recommended Effect RES · Effect RES · Effect RES setup fixed. A weapon or set change is easier to judge when you do not also change the team and skill timing.
Start with equipment you can actually obtain. These are alternative recommendations, not pieces to equip together. Refinement, set size and team restrictions change the result.



Use the slot recommendations to make your first functional setup. When several stats are listed, choose the one that fills the gap in your current team rather than mixing every option.
Speed, Effect RES, HP%
Check ability names and unlock information against your current game form. Level, upgrades and variants can change skills.
Ability type / unlock: Cooldown: - Tags: Single DMG
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Damage | 220% | Damage |
| Parameter | 40% | Damage |
| turn | 1 | |
| Parameter | 60% | all allies · Effect RES |
| turn | 12% | when · each · Effect RES |
Ability type / unlock: Cooldown: 3 Tags: ACC ↓, Slow
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Damage | 260% | all enemies · ACC ↓ · SPD ↓ · Damage |
| Parameter | 70% | all enemies · ACC ↓ · SPD ↓ · Damage |
| Parameter | 2 | all enemies · ACC ↓ · SPD ↓ · Damage |
Ability type / unlock: Cooldown: 4 Tags: Purify, Counterattack Rate ↑, Heal Over Time
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | 3 | all allies · if · Counterattack Rate ↑ · Life Leech |
| Parameter | 2 | all allies · if · Counterattack Rate ↑ · Life Leech |
| Parameter | 1 | if · Heal Over Time · Heal |
| Heal | 2 | if · Heal Over Time · Heal |
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| HP | 5% | HP · ATK · DEF |
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| HP | 5% | HP · ATK · DEF |
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Effect RES | +12% | Effect RES |
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | 10% | DMG · DMG Taken |
Slot 1 : Swiftrush [ 12 / 12 ] > Bloodbath [ 12 / 12 ]
Slot 2 : Strive [ 8 / 8 ]
Slot 3 : Swiftsmite [ 6 / 6 ]
Slot 1 : Bloodbath [ 12 / 12 ]
Slot 2 : Strive [ 8 / 8 ]
Slot 3 : Evolguard [ 6 / 6 ]
Slot 1 : Bloodbath [ 12 / 12 ]
Choose one option, run the same encounter twice, and change one variable. Record whether the next rotation starts on time and whether the team survives without losing its damage window.