Weapons





Equipment options · Main stats · Team examples
For Brant, compare Unflickering Valor while keeping the recommended CRIT Rate / CRIT DMG · Energy Regen · Energy Regen / Fusion DMG 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.
Energy Regen (Until 250%) > CRIT Rate = CRIT DMG > Energy Regen (Above 250%) > Basic Attack DMG% > ATK% > ATK
Follow the skill order below for your next upgrade. Compare one rank at a time, and keep the same team and enemy so equipment changes do not hide the result.
Check ability names and unlock information against your current game form. Level, upgrades and variants can change skills.
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 | 20% | each · up to · DMG |
| Parameter | 5s | each · up to · DMG |
| times | 3 | each · up to · 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 |
|---|---|---|
| Parameter | 20s | after · DMG |
| Scaling / ATK | 440% | after · DMG · Basic Attack · ATK |
| time | 1 | per · up to |
| Parameter | 2 | per · up to |
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 | 42% | 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 |
|---|---|---|
| Parameter | 20% | Shield |
| HP | 6.60 | Energy Regen · HP · Energy |
| Energy Regen | 1% | Energy Regen · HP · Energy |
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 |
|---|---|---|
| Basic Attack | 15% | DMG · Basic Attack · DMG Bonus |
| DMG Bonus | 10s | DMG · Basic Attack · DMG Bonus |
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 | 30% | DMG |
| DMG | 30% | DMG · Basic Attack |
Before adding damage, make sure the important ability is available on the next cycle. Test against the same enemy and watch the moment the team runs out of energy.
Balance critical rate with critical damage. A large damage number is less useful when critical hits are inconsistent; evaluate the complete setup rather than a single item.
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.