General tips For each LI's team I recommend to have the following roster for late late-game:1 Oath's Recovery Beta core if you do not have myth companion R1 bonus1-2 Oath's Strength Beta core1-2 Expedited Energy Boost Beta cores4 Weakness Delta cores3 Crit Rate Delta cores1-2 Crit Damage Delta cores For Alpha and Gamma cores, it is important for them to have high Talent % and ATK % sub stats, having matching Weakness or Crit sub stats are a bonus. But they should have at least three "useful" stats to make upgrading them worthwhile. See mini-rubric below in comment section for more detail.

  • 14-20% Oath's recovery rate will allow you to use it twice in a battle
  • Before your cards reach level 30 or even 40, increase of attack in numbers would be more useful than increase in attack in percentages
  • Crit Rate + Crit DMG are relevant to Normal wanders and Elite/Boss wanderers when shields has not been broken yet
  • DMG Boost to weakened is relevant to Elite/Boss wanderers when their shields gets broken
  • Normal wanders: Colors and DMG Boost to weakened can be ignored
  • Elite wanderers: By perfect color match, Crit can be ignored
  • Normal + Elite wanderers or BOSS: both numbers are important
    • Perfect match: focus more on DMG Boost to weakened
    • No perfect match: Focus more on Crit

Crit team: 4xCR, 3xCR 1xCD (triangles) with high as possible oaths strength substats

  • Every single triangle and square protocores without CRIT or DMG Boost to weakened as main Attribute are completely useless
  • Attack main Attribute can be considered if it has more than one attack as sub and own useful sub traits
  • HP and DEF as main are useless unless you are a Zayne main and need DEF when you have the upgraded combo format and want it to save later to decide upon.
  • More than 2 HP or DEF sub traits are useless to Xavier and Rafayel unless they have a strong and much needed other sub trait
  • That could be used as "good enough" until collecting better
  • Attack as sub attribute in number is useful for cards under level 40
  • Attack as sub attribute in percentage are useful for cards above level 40
  • Attack number + attack percentage as sub is USEFUL KEEP IT
  • Protocores that only has 1 or 2 sub attributes are usually INSANELY powerful BUT don't invest into them too much cause the chance to go wrong is VERY high! You can either upgrade them to level 3 to see or give them to help the other 2 men on their respective Orbit levels
  • These are for battles where there are no wanderers with shields OR there are no Stellarium color requirements
  • You want the Crit Rate and Crit Damage ratio to be 1:2, i.e. 45% Crit rate and 190% Crit damage, i.e. 50% Crit rate and 200% Crit damage
  • If you are not a high-spending player who can level up SSR cards, then the most common recommendation should be 3 Crit Rat to 1 Crit Damage Delta core to reach these ratios, but do experiment yourself and see what suits your team the best
  • You ideally want all cores to have Crit sub stats, but again, having high companion TALENT % is more important

Weakened team: 4xDtW, Oaths strength squares with as much ATK and CR substats

  • These are for battles where all the wanderers have two protocore shields
  • You want all 4x "DMG Boost to Weakened" main stat for Delta pyramid cores
  • You want at least 100%+ DMG Boost to Weakened
  • You ideally want all cores to have the sub stats "DMG Boost to Weakened", but having high companion TALENT % is more important
  • If possible, you want sub stats that match the TALENT of the specific card you will be equipping the core on, but this is not a priority

Atk team: 2xCR, 1xCD, 1xDtw (triangles) Minimum 50% CR and DtW

Mix Build

  • These are for battles where there are some 2-shielded mobs, some no shields, and one 4-shielded boss
  • I find the Crit Rate, Crit Damage, and Weakness ratio that work best to be 1:2:2
  • i.e. 40% Crit rate, 180% Crit damage, and 80% Weakness
  • i.e. 45% Crit rate, 190% Crit damage, and 90% Weakness
  • i.e. 50% Crit rate, 200% Crit damage, and 100% Weakness
  • For most players, this will work out to be 2 Crit rate and 2 Weakness Delta cores, or 2 Crit rate, 1 Crit damage, and 1 Weakness Delta cores

Upgrading Priority

  • Prioritize square shaped protocores with the main Attribute of Oath recovery rate. An recovery rate of 15% will allow you to use Oath strength twice a battle
  • Star shaped Protocores as an orange level 10 can already give you 150 attack points each card
  • Upgrade triangle shaped protocores not further than 6 if they are pink and only "good enough" until being replaced UNLESS they are much needed like CRIT RATE. In that case, you can take the priority to upgrade them first after Oath recovery.
  • UNLESS you are team CRIT who tries to achieve 100% CRIT rate. That case, drop everything and upgrade CRIT cards only until you have reached the goal of 80 to 100%
  • Anything else is second priority
  • Same counts for Team weakened

Ideal Sub attributes: Team DEF: 2 DEF Sub-Attributes (+ 1 ATK) Team: HP: 2 HP Sub-Attributes (+1ATK) Team ATK: 2 ATK Replace old Protocores with the same main attributes when finding better Sub-Attributes Having backs up to match and exchange is always good Leveling priority: atk & def scaling = beta > gamma > delta > alpha, hp scaling = beta > alpha > gamma > delta Better if bonus stats are more than 10% Trash mixed damage cores

For any of atk/hp/def aim for 14% and higher if you can Dont level over 6 or 9 unless its a very good core4000 atk early game 6000 atk late game

Flat ATK/HP/DEF in essence applies to the card but also the team as well ATK%, HP%, DEF% stats only apply to the card itself? CRIT rate, CRIT dmg, DMG Boost to Weakened, Oath’s Strength, Oath Recovery Boost, Expedited Energy Boost are applied across the whole team A core’s flat ATK will NOT stack with ATK%?

ATK%/DEF%/HP% are amazing sub stats to companions that are ATK/DEF/HP scaling Flat ATK is really good, but only for early game as it will eventually fall off because it does not scale Weakness is also good as sub stats Crit rate and Crit damage are equally ok as sub stats, just a little worse off than Weakness Oath’s Strength as a sub stat is pretty bad, I would not go chasing after this stat ※Generally speaking, equip the cores with the highest scaling % sub stat on your strongest card, especially if the Talent matches

Substats Gambling When you see a freshly farmed core with good potential, you may consider leveling it up to +3 in search for better stats If you win the RNG, you can continue leveling up the core If you lose the RNG, abandon the core with no regrets since you only lost 360 exp If you want to continue to gamble on the same core by going for +6, then you’ll lose 1300 exp if you fail the RNG I would typically not recommend this, but it may still be within an acceptable range for you depending on how badly you want the core and how much potential it has ※I strongly advise against going for a +9 gamble, as you stand to lose 3700 exp if you fail to land on the right stat

Below are some examples: Core with sub-stats: ATK% and Weakness High potential for all companions (as of May 2024) On ATK main scaling companion teams, this is already a +9 worthy core On DEF or HP main scaling companions’ teams, you can gamble for a DEF% or HP%

Core with sub-stats: Crit rate and Crit damage Good potential if it’s for a companion that is ATK main scaling and if you have finished leveling up all your Weakness cores and enough extra resources to go for expensive Crit builds Low potential if it’s for a companion that requires DEF & ATK or HP & ATK as you need to win the gamble twice to make it worthwhile

Core with sub-stats: flat DEF, flat HP, Oath's strength No potential

Aim for 12–14% Oath Recovery and 16.8% Expedited Energy Boost Having 12–14% Oath Recovery (+7/+9) and 6% Expedited Energy Boost (+0) allows you to perform this Claymore rotation against bosses in two-minute fights (must know how to attack animation cancel):

Resonance → Claymore charged/enhanced attack smash while stacking up the 3 charges. Resonance → smash, Weapon skill, more smashing until enemy recovers from Weakened state (when executed correctly, you should have enough time to get 3 smashes in total before the enemy recovers. DO NOT waste time trying to stack during this time)

Resonance → smash while stacking charges. Resonance → Oath (at ~1 min mark) → smash, Weapon skill, one smashing

Resonance → smash while stacking charges → Weapon skill → smash while stacking charges → Weapon skill → more smashing while stacking charges for the final rotation

When the timer has 14 seconds remaining: Resonance → smash → Weapon skill → more smashing → Oath right before the timer runs out

In a 2-minute fight, you can technically use the Resonance skill 8 times - but only 7 times in practicality against berserk mode most of the time. The bottleneck of this rotation is the Resonance skill, not the Oath skill, having more than 12-14% Oath Recovery (+7/+9 cores) will help with the ease of execution, but it will not give you more overall damage. EXPEDITED ENERGY BOOST

Having 16.8% Expedited Energy (+9 Beta core) gives you enough energy to perform this Claymore rotation against smaller monsters with shields, using skills as soon they come off cooldown:

Resonance → Claymore charged/enhanced attack smash while stacking up the 3 charges

Resonance → smash, Weapon Skill, more smashing and stacking

Resonance → smash, Weapon Skill, more smashing and stacking

(split-second delay) Resonance → smash, Weapon Skill, more smashing and stacking

On the 5th rotation, the energy will not be able to keep up

Even if you use a +12 EEB core (20.4%) the energy still will not keep up on the 5th rotation. Even having around 30% (2 EEB cores required) will only last until the 6th rotation. And in actual fights, you often may not get the chance to use the skills as soon as it comes off cooldown anyway.

If a core does not have the first item listed (i.e. ATK% for AB, DEF% for FS, etc), I will not level it to +9. If it has the first three items on the list then it may be +12 worthy. Because of how stingy this game is, +15 cores are not a financially sound decision, nor is it necessary to clear content. A set of +9 cores (with the occasional perfect +12) will give you the most value in terms of investment.

A major change from before is that I no longer view having crit and weakness sub stats on the same core as "perfect". A core with the perfect sub stats s hould be specific to the card and the team it is on.

For example, when building a Sea God Rafayel Weakness team for Senior Hunting Contest, and you're looking for cores to put on Before Sunrise (DEF talent), the perfect sub stats would be HP%, ATK%, Weakness, DEF% (in that order of importance). Even though Sea God Raf is mostly HP-scaling, there are fights where using the Claymore is stronger, and Claymore is pure ATK-scaling.

Companion examples

  • Abysswalker
    • Claymore + (Solar) Oath RR + EER = R0, R1+ = Replace ORR with OS or EER
  • DEF cards makes Zayne STRONGER than attack points when using the upgraded format
    • Priority on Zayne is as follows
    • Increase Oath recovery to 15%
    • Increasing CRIT rate to a minimum of 40%
    • Increase DMG Boost to weakened through increasing DEF cards
    • Increase ATK and CRIT DMG Damage
mar 5 2025 ∞
mar 6 2025 +