W-Engines





Equipment options · Main stats · Team examples
For Manato, compare Grill O'Wisp while keeping the recommended CRIT Rate% = CRIT DMG% · Fire DMG% > HP% · HP% 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.
CRIT Rate = CRIT DMG > HP% > HP > 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.
Lv. 1
| Parameter | Value | Condition markers |
|---|---|---|
| point | 1 | HP |
| Parameter | 0.1 | HP |
| points | 100 | if · maximum · up to |
| Parameter | 5 | while · per |
| Parameter | 25% | DMG · CRIT DMG |
| Parameter | 100% | DMG · CRIT DMG |
| Fire DMG | 10% | while · Fire DMG · DMG · CRIT Rate |
| Parameter | 10% | while · Fire DMG · DMG · CRIT Rate |

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 |
|---|---|---|
| stacks | 8 | when · Chain Attack |
| stacks | 4 | when · up to · Chain Attack |
| Parameter | 60s | when · up to · Chain Attack |
| times | 20 | when · up to · Chain Attack |
| Scaling / HP | 100% | if · HP |
| Scaling / HP | 2% | if · HP |


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 | 30% | when · if · HP |
| Scaling / HP | 3.5% | when · if · HP |




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 |
|---|---|---|
| Scaling / HP | 20% | when · if · HP |
| Parameter | 20s | if |
| Parameter | 40% | while · DMG · DMG Taken |

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 |
|---|---|---|
| Scaling / HP | 10% | up to · HP |
| Parameter | 100 | up to · HP |
| Scaling / HP | 30% | HP |
| Scaling / HP | 20% | if · HP |
| Parameter | 20s | if |
| Parameter | 40% | while · DMG · DMG Taken |

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 |
|---|---|---|
| Scaling / HP | 33% | HP |



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 | 7 | up to |
| HP | 30% | if · HP |
| Scaling / HP | 2% | if · HP |
| Parameter | 60% | DMG · DMG Taken |


Ability type / unlock: Mindscape 1
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 |
|---|---|---|
| Scaling / HP | 1% | each · Fire DMG · DMG · HP |
| Parameter | 0.4% | each · up to · Fire DMG · DMG · HP |
| Parameter | 20% | up to · Fire DMG · DMG |
Ability type / unlock: Mindscape 3
Ability type / unlock: Mindscape 4
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 | 8% | HP |
| Parameter | 1 | when · if · DMG · HP |
Ability type / unlock: Mindscape 5
Ability type / unlock: Mindscape 6
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 | 75 | when |
| stacks | 4 | when |
| Parameter | 3% | when · up to · Fire DMG · DMG |
| Parameter | 8s | when · up to · Fire DMG · DMG |
| times | 5 | when · up to · Fire DMG · DMG |
Manato Stats at level 60 (including Core passive bonuses).
A lineup is a starting point: check that each teammate is available and that your team can repeat its resource cycle. Replacing a unit also changes buff timing and defensive coverage.
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.
Keep the recommended defensive stat when the character scales with it. An offensive-looking replacement can reduce both survivability and the contribution expected from this setup.
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.