Combat system
A useful build supports a repeatable combat plan. Decide who creates the opening and who uses it, then coordinate assists and resource spending. Practise the sequence against an actual enemy before judging an equipment upgrade from its headline stats.
Your first objective
Understand what makes your team’s damage happen. A multiplier is only one part of a skill: its target, resource cost, triggering state and level can determine whether the effect is available at the right moment. Read a skill’s conditions before treating every number in its parameter table as a simultaneous bonus.
A practical sequence
Choose one repeatable encounter. Track the opening actions, the support effects active before the damage window, and the resources left afterward. Repeat the same sequence with one change. Compare completion, survival and the next cycle’s readiness, rather than one unusually large hit. Use the game-specific system note and linked examples below to decide which resource or trigger to watch.
Before spending resources
Separate base character stats from equipment bonuses and conditional combat effects. A level change, passive unlock or variant may alter the comparison. Match the source level to your actual character and check whether the target is a single enemy, adjacent enemies or a group. When a numerical table omits a full trigger explanation, confirm that trigger in the current in-game skill text.
Verified examples
- Core Passive Twin Rainbows of the Swordheart
- Additional Ability Mystery Hunt
- Basic Attack: Celestial Overture
Core Passive Twin Rainbows of the Swordheart · Lv. 1
- DMG: 0.95s · each · after · DMG
- Parameter: 2.5% · each · DMG
- Parameter: 1s · while · if · up to · DMG
- Core Passive Voltage Gap
- Additional Ability Voltage Surge
- Awakened Potential: Electropulse
Core Passive Voltage Gap · Lv. 1
- Parameter: 0 · DMG
- DMG: 12.5% · DMG
- Parameter: 15% · after · DMG · CRIT DMG
- Core Passive Fluctuating Voltage
- Additional Ability Parallel Connection
- Basic Attack: Turbo Volt
Core Passive Fluctuating Voltage · Lv. 1
- Parameter: 3 · after · Basic Attack · Daze
- Daze: 32% · after · Basic Attack · Daze
Game modes
Related guides
Key mechanics
Each agent has an Energy bar and an individual Decibel gauge. Keep EX Special attacks, Ultimate availability and Assist Points separate. Build Daze toward the stun window, apply the needed support effects, then use your damage sequence while those effects remain active. Practise a Perfect Dodge and its counter before adding Perfect Assist and Assist Follow-Up; timing errors are easier to diagnose in short sequences.
Key mechanics
| Squad | 3 |
|---|---|
| Stun | 100% Daze |
| EX Special | Energy |
| Ultimate | Decibels |
| Perfect Assist | Assist Points |




