Table of Contents

AI Recommendation - Pseudo AI tier list

Basic AI Knowledge - Behaviors and stats shared among AI characters

Sigil Basic - Brief informations on what sigils to look for

Character Details - In-depth knowledge on each AI character and how to build them

Building AFK Character - For AFK farming

Useful Links

1.2 AI Test Sheet - Eizen’s test sheet and builds for afk Lock Horn for V1.2, not updated for V1.3

Relink Damage Calculator - Maygi’s Damage Calculator, very handy for checking dmg cap

https://relink-damage.vercel.app/en - Web version of Maygi’s Damage Calculator

https://note.com/blead_/n/n302fee03322c#553f5a71-0420-43cc-ad8c-3950547f2b00 - Additional informations of Orange sigils

https://nenkai.github.io/relink-modding/resources/quest_drop_rates/ - Nenkai's drops information for every quests, helps finding where to farm needed sigils

I. RECOMMENDATIONS FOR AI TEAM

1. General recommendations:

These AI characters have better general performance than the rest of the cast, while some also bring various helpful utilities.

Sandalphon

Yodarha

Cagliostro

Zeta

Eugen

Io

Narmaya

Lancelot

Rosetta

Siegfried

2. Lock Horn recommendations:

These AI characters have almost no problem dealing with the extremely mobility of Behemoth.

Yodarha

Zeta

Eugen

Cagliostro

Sandalphon

Io

3. Zero recommendations:

These 3 all have active dispels, which is crucial to make Zero run a lot more bearable when playing offline. You can replace one of them with Yodarha if you are maining a character that can dispel.

Sandalphon

Cagliostro

Eugen

II.BASIC AI KNOWLEDGE

Movement

AI characters will attempt to match the speed of the leading player, whether walking, running or dashing. However, once a target is presented, they will only attempt to approach the target with running, presumably coded to prevent AI from dashing leading to animation-lock from stopping animation. This leads to AI dropping dps due to more time spent moving to target. AI will also only use running to move toward critical allies for reviving.

Normal Attack

When skills aren’t equipped/are on cooldown, AI characters will move toward the locked on target/part, until they enter attacking range and perform a random attack string with X/Y. The attacking range varies greatly between each character, and can become problematic, especially versus targets with large hitboxes that can obstruct melee characters.

Using Skills

When skills are available, AI characters will actively interrupt their own normal attacks, except when performing normal charge attacks, to use skills. Skills are generally picked to use following specific priorities:

  • Skills with higher max range will always have higher priority.
  • CC/debuff/buff skills will have the highest priority when the target is within range. If the team has multiple AI characters, each with their own CC skill, priority will be from left to right, so long as they aren’t already in action. AI characters will also recognize the target under CC status and will only attempt to use CC skills when the target is out of CC status/out of link time.
  • If a skill is interrupted mid-casting and other skills are available, this skill will be ignored and other skills will be chosen with above priorities instead.

Counter skills are treated as regular skills and will immediately be used off cooldown when the target enters its range.

Using Link Attack

When Link Attack is available and AI characters are within link attack range, they will cancel all actions to perform Link Attack, so long as they aren’t animation-lock.

Link Attack can miss due to target becoming unreachable(e.g. Vulkan Bola), blocked by terrain(e.g. Proto Bahamut), or link projectiles being janky(e.g. Ferry pets), leading to missed Link Attack or Link Time.

Using SBA

When SBA bar is full, AI characters will interrupt all current attacks, move into range to perform SBA. Priority order will be from left to right, unless the left most member is currently in action. If a chain is on going, AI characters will cease all action to wait for their turn, resulting in significant dps loss until they’ve used their SBA. When the chain is opened, AI characters will wait all the way till the sba timer runs out to continue the chain, however if all active players have used their SBAs, AI characters will not wait and continue the chain immediately. AI characters aren’t needed to be in range of SBA rope to continue the chain unlike players.

During Link Time, AI characters will not attempt to use SBA unless active players start a SBA chain.

Using potion

AI characters have their own version of green potion, acting as a hidden 5th skill with 30s cooldown. This potion will be consumed when their HP bar turns red for about 5s, restoring 9999 HP, and will be counted as using potion toward trophies that require no potion used.

Reactions to incoming attacks

AI characters will exclusively use dodge, specifically backward dodge, to counter incoming attacks. Exceptions to this are:

  • When the attacks come with specific patterns. These are often coded so AI will perform specific actions instead. Ex: During Nazarbonju’s Bloodthirst or Manamagmr’s Bloodthirst, AI characters will stand behind ice pillars and hold block.
  • When Stout Heart is active. While in action, if AI characters determine that incoming attacks are not lethal enough to put them into critical state, they will not attempt to dodge.
  • When Mirror Image is active. AI will treat this buff as having Invincibility buff and ignore incoming attacks.
  • When animation-lock is happening. Some specific actions can cause animation-lock, and AI characters are helpless when this occurs.
  • When the dodge counter runs out. Normally each character has 3 ground dodges(7 with Improve Dodge lv15) and 1 air dodge. If these counters run out, AI characters will be unable to evade incoming attacks.

Incoming attacks need to have more than 0 damage in order for AI characters to consider dodging. Therefore they will not attempt to dodge Overdrive and Bloodthirst’s windbox, despite the fact that these can be dodged.

Pool effects on the ground are ignored most of the time, resulting in them getting status effects like slow, freeze or sandtomb. If the pool inflicts DoT like burn or poison, all characters will be stunned for almost half a second when stepping on the pool for the first time, during which animation-lock occurs, and AI characters are subjected to this effect as well.

Staring

The most notorious reason for dps loss, staring occurs often enough that it significantly undermines performance of AI characters. Conditions for when this happens:

  • After performing a normal attack string and no skill is available/target is not within range of any available skills.
  • After performing a skill and no skill is available/target is not within range of any available skills.
  • After dodging an incoming attack
  • After using Link Attack
  • After using SBA

Staring will last 2s where AI characters will walk around the target.

Leasing

If the arena is large enough, AI characters when exceeding a certain range will run back toward the leading player before resuming aggression. This can be useful for active players to refocus their attention to the nearest target, or become a problem for AFK players as they keep stopping aggression against a far target.

Special bonus

AI characters have a hidden boost that increases their SBA gain rate by 30% from all sources, assumed to be compensation for their low attack aggression caused by staring too much. This boost also stack multiplicatively with uplift.

AI characters will also not experience hit lag, a small animation pause after each damage number popping up, so they will generally complete attacks and combos faster than human players do.

FPS dependency

AI characters are very dependent on both FPS consistency and how high FPS is. At 30 FPS they operate significantly worse than 60 FPS and 120 FPS, having lower attack frequency and lower dodge accuracy, leading to lower dps and more deaths.

III.BUILDING AI CHARACTER

1. Sigil Priority

Building sigils should stick to the following priorities:

  • Enough Damage Cap sigils to reach lvl 65
  • Enough orange sigils(offensive boost sigils) to reach the new damage cap
  • Functionality sigils to boost general performance
  • Character sigils to further boost general performance
  • Berserker Echo sigil
  • Supplementary Damage V+ sigils if available
  • Lucilius sigils for slightly more damage cap
  • Optional sigils, mostly for min maxing performance

With the introduction of Sigil Synthesis, you can combine the sigils and swap traits around, making building ideal builds much easier.

Note: Super Ultimate Perfect Dodge sigil DOES NOT work with AI. This was tested and is mentioned in Japanese description, but is omitted from English description for reasons unknown.

Damage Cap sigil

When entering proud, most characters will be strong enough to start hitting their cap. Increasing this limit will greatly enhance AI characters performance. Ideally you would want enough damage cap sigils to reach lvl 65.

Orange sigils

Stamina and Tyranny are almost bread and butter for every AI character, providing the most offensive boost. After that, depending on their attack patterns and main damage sources, other orange sigils are equipped accordingly. Orange sigils stack additively with themselves and multiplicatively with most other orange sigils, so generally you want one orange sigil of each type for more total boosts to reach cap easier. Information regarding additive group of orange sigil can be found in Useful Links section above.

War elemental is an unique sigil that gives elemental advantage against any enemy, including no-element bosses, providing 20% damage increase to all attacks except chain burst damage. This boost bypasses damage cap but doesn’t work if the character already has elemental advantage against the target.

Functionality sigils

These sigils are equipped to boost performance outside of raw damage output. These includes:

  • Critical rate: since 100% critical rate is very easily reached, all builds should always have this sigil to get 100% critical rate.
  • Nimble Onslaught: extend invincibility time from perfect dodge, reduce skill cooldown and gain a bit of SBA, very useful due to staring behavior usually taking up all 3s of base invincibility time.
  • Quick Cooldown and Cascade: useful for skill dependent AI characters, Cascade also benefits from Supplementary Damage’s extra hit.
  • Uplift: increase SBA frequency for more damage uptime or skipping a mechanic.
  • Autorevive: as AI doesn’t use revive pot, this sigil is very useful to reduce team’s downtime.
  • Improved Dodge: increase ground dodge counter from 3 to 7 at level 15. As AI characters do not always perfect dodge, against very aggressive bosses/multiple target fights, they can run out of dodge counter and get hit.

Optional sigils:

  • Stun: this sigil has varying levels of usefulness per fight, but is generally good to fill up opened slots, as stun helps popping breakable parts of the boss, other than triggering link attack more often. Stun is highly recommended against lucilius and boss rush fights at the end of proud, due to their very beefy stun gauge.
  • Drain: despite having Regen in Terminus weapons/Boundary sigils, Drain can still help in maintaining high boost uptime for Stamina.
  • Provoke: having one AI character keeping target’s attention instead of switching randomly among each member can be a great help to increase team DPS.
  • Low Profile: reduce hostility from carrier, good to increase individual AI character’s uptime as they get less attention from every enemy on the stage, or to give to range AI characters so the boss doesn’t run all the way to the other side of the map chasing after them.

Character sigil

These sigils vary from obligatory to useless depending on characters. Each character has 3 unique sigils: 2 awakenings and 1 warpath. Warpath sigils are generally good, giving Enhanced DMG boost, which increases all damage output and bypasses damage cap. DLC characters will have a 4th personal sigil that acts as terminus weapon, due to them not having one.

Berserker Echo sigil

Introduced in v1.3, this sigil has activating condition of 20-25k sheet attack(attack displayed on character’s screen), corresponding to chance of activation from 1-100%. In order to reach 25k attack:

  • Non-DLC characters need fully awakened Terminus weapon and 1 Tyranny sigil/Attack bonus from Overmastery.
  • DLC characters need fully awakened Ascension weapon, Attack bonus from Overmastery and either 2 Tyranny sigils or 1 Tyranny sigil + 1 Glass Cannon sigil.

This sigil provides 20% additional damage that is separated from main damage, and at 25k sheet attack it is equivalent to 3 Supplementary Damage sigils.

Supplementary Damage sigil

This sigil gives the same 20% additional damage as Berserker Echo sigil above, but each level increases the chance of activation instead. This sigil, Berserker Echo sigil and other Supplementary Damage sources from sigils, skills and mastery tree stack additively with each other into one big supplementary hit.

Lucilius Sigil

These sigils are Alpha/Beta/Gamma, obtained from Siero shop by trading material farmed from defeating Lucilius in Final Vision/Zero. They provide the least offensive boost and need the corresponding damage sources to be capped first before their effects become relevant; the lv30 bonuses are often insignificant. These should only be equipped if you have slots to spare, and are always the first to be dropped when you need slots for other sigils.

Slotting priority:

  • If skill damage contributes the most: GGBB > GGB > GB > B
  • If normal damage contributes the most: GGAA > GGA > GA > A
  • If skill damage and normal damage are roughly the same: GGAB > GG

Average cap bonus:

  • GG: ~5% all damage cap increase
  • AA: ~6% normal damage cap increase
  • BB: ~8% skill damage cap increase

2. Character Details

The following sections will cover each AI character in more details, and builds to make the most of their behaviors. The “None” slots are flex slots, so you can put in whatever trait you want. If you still need more slots, replacement priority works backward from sigil priority mentioned above. Builds comes in 3 varieties:

  • Standard build: have all the necessities without Luci sigils, Sup DMG V+ or War Elemental +.
  • Post-Lucilius build: same as above with Luci sigils added, as these aren’t luck reliant and are easier to farm.
  • Endgame build: Wrightstone 20/15/10, Sup DMG V+ and War Elemental + added.

Captain

  • Notable behavior: AI will perform a random combo string from command list, then randomly followed by Power Raise. Power Raise will never be charged, so charge related sigils don't have any effect. Due to their skill CD being so short, Captain’s AI will struggle to build and maintain Art level.
  • Suggested skills:
  • Decimate, Armor Break and Reginleiv. Armor Break is gap closer, Decimate and Reginleiv are main damage skills as well as main damage sources.
  • Last slot can either be left empty or slot in other skills depending on the fight. Optional skills include Overdrive Surge for decent damage and stun, Revive & Panacea for team support, Dispel for buff removal.
  • Character sigils:
  • Fearless Heart: Minor Enhanced DMG boost based on Art level.
  • Fearless Spirit(optional): Atk and Def boosts based on Art level, help increase SBA, Link Attack damage and cap some combo finishers.
  • Fearless Drive(not recommended): Minor skill CD reduction whenever Art level is raised/refreshed. As faster skill casting disrupts Art level building, this sigil is pretty much counter productive with the way AI works.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus(Help capping some combo finishers)
  • Skill damage cap bonus
  • Normal damage cap bonus
  • Example builds:
  • Biggest issue with their build is the fact that skill CD reduction effect works against them in building Art level, yet having low skill CD reduction effect hurts their personal damage output during Link Time. However, as Link Time is not always guaranteed, build will favor not having Quick Cooldown and Cascade instead.
  • Combo Finisher is optional, but will help capping their finishers as they have very low attack multipliers for whatever reasons.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: They have a wide array of support skills that can be used in various situations.
  • Cons: Most skills have very low cooldown, which makes building and keeping Art level extremely difficult. Coupled with the low attack range and long combos, often the full effect/damage won't be able to reach. Therefore both damage and utility capacity are decent at best.

Katalina

  • Notable behavior: AI will perform a random combo string from command list, or 3 Oathsworn Blade hits. However, once Ares is summoned, she will always complete Ares Pactstrike combo unless interrupted, but will not continue to chain into Ares Pactstrike combo after using a skill. Therefore her Ares uptime is very finicky, and very reliant on Azure Sword’s uptime.
  • Suggested skills:
  • Enchanted Lands, Frozen Blade, Winter’s Rain and Azure Sword. Enchanted Lands is both gap closer and her highest damage sources, making up almost 40% of her total damage output. Frozen Blade and Winter’s Rain are filler skills with decent damage to use in between Enchanted Lands’s cooldown. Azure Sword helps increase Ares uptime.
  • Sacred Wind is optional and you can replace Frozen Blade with this skill if you are in need of CC skill.
  • Character sigils:
  • Guardian's Conviction: Provides damage cap and Supplementary Damage buff when Ares is presented, always good to have.
  • Guardian's Honor(optional): Reduces skill CD by 5% each time Ares is summoned, but not during Ares uptime. The effect is only noticeable within Azure Sword’s duration.
  • Guardian's Warpath(optional): Provides party-wide boosts when using SBA. Only really valuable when you are micro controlling SBA usage with ‘Hold SBA’ command, due to the Enhanced DMG boost only granted when using SBA with Ares.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Skill damage bonus
  • Skill damage cap bonus
  • Example builds:
  • Due to Azure Sword’s importance in maintaining her performance, build is recommended to have at least lv 45 Quick Cooldown.
  • Due to Enchanted Lands’s incredibly low attack multiplier when Ares is summoned, slotting orange sigils to get close to damage cap is recommended.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: High damage spike during Link Time due to non-stop skill casting.
  • Cons: Performance is very dependent on Ares’s up time, and Azure Sword can only keep Ares up for 15s with 108s cooldown. Since AI does not know how to manage the Ares gauge, her damage outside Link Time is somewhat average and inconsistent, despite being expensive to build.

Rackam

  • Notable behavior: AI will perform a string of rapid fire, followed by 3 strings of perfect-timed burst fire. If there’s a skill off cooldown or Heat gauge is at max, he will cancel these actions to use skill/charge Bull's Eye Blast. Bull's Eye Blast will always be charged at max charge level; however, if a skill is off cooldown during charging, Bull's Eye Blast will be released immediately at current charge level in order to cast the skill. He has medium attack range despite the fact that he can shoot at very long range, so he ends up having to run close to the target at times in order to initiate attacks.
  • Suggested skills:
  • Spitfire, Bullet Hail, Slag Shot and Double Tap. His skill damage can contribute up to 50% of his total damage.
  • Collateral Damage despites having very high stun, is not recommended. AI doesn’t know how to dodge the hit, and this skill is able to cancel any ongoing action so long as he is within range, including uninterruptible actions like Link Attack or SBA.
  • Character sigils:
  • Helmsman's Tenacity: As AI charges Bull's Eye Blast frequently, this gives a good boost to his normal rotation.
  • Helmsman's Warpath(optional): Provides minor Enhanced DMG boost after 3 perfect-timed burst shots, and since AI always try to perform this in the first place, the uptime is not bad.
  • Helmsman's Navigation(optional): Change burst shot from 3 to 4 bullets. While it’s a nice boost to his normal attack, 4-burst shot has slightly different timing compared to 3-burst shot. Due to AI always trying to do perfect-timed burst shots with 3-burst shot timing, this ends up making perfect-timed burst shots and warpath uptime become inconsistent, unless he’s inflicted with Slow debuff.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Skill damage cap bonus
  • Normal damage cap bonus
  • Example builds:
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: His damage is consistent across most enemies and he’s pretty cheap to build.
  • Cons: His damage is neither good nor bad, and he contributes very utility wise, having very low stun, tiny debuff and no CC skill.

Io

  • Notable behavior: AI will randomly use charged normal attack or charged Stargaze, until obtaining 3 Mystic Orbs, at which point normal attack rotation will be exclusively charged Stargaze. Stargaze will always be charged at highest level possible; however if a skill is off cooldown mid-charging, Stargaze will be released early at the next charge level instead to cast skill. Io has very long attack range, can comfortably reach more than half of most maps, and if enemies get close to her, she will attempt to run away after finishing an action, presumably coded to prevent enemies from interrupting the incredibly long charging time of her attacks.
  • Suggested skills:
  • Flowery Seven, Gravity Well and Mystic Vortex. Flowery Seven is her secondary nuke after Stargaze, and only slightly behind in total damage. Gravity Well deals constant damage over an area, good for wiping out mobs and has good total damage. Both skills also have long enough cooldowns to maximize Stargaze’s cast time. Mystic Vortex is good to quickly startup with full Orbs instead of having to go through charged normal attacks. AI is coded so that Mystic Vortex is only casted when the number of Mystic Orb is less than 3, to prevent waste casting.
  • Optional skill is Lightning, a CC skill with high vertical hitbox, able to hit jumping/flying targets.
  • Character sigils:
  • Mage's Aspiration: Reduces Stargaze charge time, much needed.
  • Mage's Warpath: Grants Enhanced DMG, chance to gain Focused buff and not consume Mystic Orbs when using Stargaze.
  • Mage's Savvy(not recommended): Due to AI always waiting until all animations are finished before starting the next action, Quick Cast will never be triggered outside of Link Time, where she can cast 2-3 Stargazes at most, so this sigil gives very little bonus.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Normal damage cap bonus
  • Skill damage cap bonus
  • Example builds:
  • Low Profile is very valuable to minimizing interruption of her charging attacks as much as possible, so it’s recommended to equip.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: High damage and stun capacity. Having long attack range also helps reach enemies with minimal time wasted moving.
  • Cons: Very long charging time for all attacks make them easily whiff against highly mobile or highly aggressive enemies.

Eugen

  • Notable behavior: AI will randomly cycle around normal standing shot, standing grenade throw and roll-back grenade throw. Normal charge shots will never be used. He also sports an unique aiming behavior where attacks will not travel toward where he’s aiming at, but instead parallel to the ground level he’s standing on. This affects all of his aiming attacks as AI except Sumrak.
  • Suggested skills:
  • Detonator, Sumrak and Armor Piercing Round. Detonator is his main damage source, making up a third of his total damage and having high stun, with Sumrak’s damage following closely behind. Armor Piercing Round does decent damage over a large area with decent stun. Despite Quick Charge being able to reduce charging time of Detonator, it does not affect releasing time of the skill, which is coded at fixed timer, so Quick Charge sigil is not recommended.
  • Last skill is dependent on the fight: Venom Grenade if you in need of DEF debuff, the DOT is not bad and both effects can affect multiple enemies at once; Paralyzing Bullet if you in need of CC; Disruptor if you in need of buff removal; Healing Bullet if you in need of team support.
  • Character sigils:
  • Veteran's Warpath: Grants Enhanced DMG to charged attack, which affects only Detonator, his highest damage source.
  • Veteran's Insight(optional): Boost his grenade damage, a minor damage source.
  • Veteran's Vision(not recommended): As he doesn’t use charged shots, this sigil does not affect him in any way.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus(help reaching cap on Detonator’s second hit, and boost DOT’s output)
  • Skill damage cap bonus
  • Skill damage bonus
  • Example builds:
  • As most of his damage come from skill, build is to focus on having as high skill cooldown reduction effect as possible after reaching damage cap
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: High damage capacity, decent stun, consistent against most enemies and cheap to build. Also has a variety of good support skills.
  • Cons: Some of his attacks can miss against airborne/jumping targets or enemies on different ground levels.

Rosetta

  • Notable behavior: AI will perform a random combo string from command list, as well as randomly use Rose Palace. She has medium attack range, and will only consider her own attack range and not the roses’, thus she will use skills even when enemies are not in the effective range of the roses. Her normal attacks have piercing property, so she can hit multiple enemies or targets behind a blockade. Her roses will not deal Supplementary Damage, thus the only Supplementary Damage sources are attacks coming from herself.
  • Suggested skills:
  • Rose Tycoon, Bouquet, Lost Love and Spiral Rose. Rose Tycoon and Bouquet are vital for rose repositioning. Lost Love is her secondary damage output with very high stun, especially when the target is in range of all the roses. The last skill is usually Spiral Rose for some more damage, but Rose Barrier can also be used if the team is in need of good damage reduction.
  • Character sigils:
  • Rose's Blooming: Shorten roses’ auto attack interval. Very good to raise roses’ damage capacity from auto attack.
  • Rose's Warpath: Provides +100% Enhanced DMG to roses’ auto attack, effectively double roses’ damage from auto attack source. Also gives minor boosts to roses’ buffs at the cost of faster wilt rate.
  • Rose's Profusion(optional): Grants minor boosts to roses’ buffs.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus(increase DOT’s output)
  • Normal damage cap bonus(also increase roses’ damage cap)
  • Skill damage cap bonus
  • Example builds:
  • Builds will feature high skill cooldown reduction effect to accommodate roses relocation for highest performance.
  • Supplementary Damage sigil has low value, due to her main damage source coming from roses, which does not proc Supplementary Damage. Therefore, builds will only feature Berserker Echo, primarily to proc Cascade more.
  • Both Gamma and Alpha will increase roses’ auto attack damage cap.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: High constant damage and high bursts of stun, with almost permanent buff uptime. Cleansing comes in handy versus fights with a lot of debuffs. She’s also not expensive to build. All enemies within range of rose receive the same damage and same number of auto attacks, so her roses are very effective against multiple targets.
  • Cons: Inconsistent versus mobile enemies and/or fights with large arenas, as her roses have trouble reaching the targets. Buffs are entirely random based on which Combo Finisher she used.

Charlotta

  • Notable behavior: AI will perform normal attacks until this turns into flurry slashes, and after a few seconds, she will randomly follow with Noble Strategy. From here, depending on the target's distance, she will follow with either Dive or Lunge. If the target is far away outside of normal attack range, she will use Noble Strategy into Lunge to gap close instead of moving.
  • Suggested skills:
  • Sword of Lumiel. The only skill worth using and also her main damage source. Other skills have very low damage.
  • Konigsschild is optional if you want some team utility.
  • Character sigils:
  • Holy Knight's Warpath(optional): Minor Enhanced DMG boost for her normal rotation. Starring behavior invalidates Noble Stance continuation bonus.
  • Holy Knight's Luster(optional): Minor skill CD reduction for her normal rotation.
  • Holy Knight’s Grandeur(optional): Grants 5s Invincibility and 30% ATK boost for 15s after a parry with Noble Strategy.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Normal damage cap bonus
  • Skill damage cap bonus
  • Example builds:
  • As Sword of Lumiel is her main damage source, build is to focus on as much skill cooldown reduction as possible.
  • Due to Stout Heart triggering when she enters Noble Stance, Glass Cannon is not recommended.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Cheap to build. She also generates SBA fairly quickly.
  • Cons: Below average damage capacity and next to no utility.

Ghandagoza

  • Notable behavior: Whenever Eternal Rage meter is higher than 0, AI will exclusively attempt to fully charge Raging Fist. Otherwise he will randomly choose one of the these 3 rotations for normal attacks:
  • All attacks are mistimed
  • Same as above, but with an additional finisher punch at the end
  • All attacks are perfect-timed
  • Suggested skills:
  • None, as all of his skills are too slow and will interrupt his already long combo to gain Eternal Rage, as well as him charging Raging Fist.
  • Character sigils:
  • Eternal Rage's Warpath: Grants +100% Enhanced DMG boost for his Raging Fist at the cost of double the charge time. Effectively double his Raging Fist’s output.
  • Eternal Rage's Ethos: Increase Raging Fist’s damage cap. Very good boost.
  • Eternal Rage's Mettle(not recommended): Increase critical rate based on Eternal Rage level. Useless when builds can easily achieve 100% critical rate.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Normal damage cap bonus
  • Example builds:
  • Due to him gaining Stout Heart while charging Raging Fist, builds will not feature Glass Cannon.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: Massive damage burst during Link Time. Has decent stun for every attack and high SBA gain each Raging Fist connected. Also cheap to build.
  • Cons: Below average damage outside of Link Time and has no utility.

Ferry

  • Notable behavior: AI will randomly choose between 3 normal attacks and full hold Onslaught for normal rotation. Charged normal attacks will never be used, so the only ways to spawn pets are from Link Attack, SBA and skills. This also means pets will expire relatively fast due to rapid Onslaught spam. Her pets do not proc Supplementary DMG.
  • Suggested skills:
  • Strafe, Purge Spirit and Blaues Gespenst. Strafe has most damage, Purge Spirit has stun and Blaues Gespenst comes with dispel, though these skills are mostly used because they can summon multiple pets for high pets uptime.
  • Optional skills are Sic 'Em, Geegee! for CC and Benediction for team support. Pendel is not recommended because even though it can summon 3 pets and has lowest skill cooldown, it propels her backward which afterward she has to walk back into attack range to continue attacking, which is a significant DPS loss. Umlauf is also not recommended due to the massive amount of bugs it can cause.
  • Character sigils:
  • Phantasm's Warpath: Grants Enhanced DMG boost and 50% chance to keep her pets after Onslaught. Good to increase pets’ uptime.
  • Phantasm's Concord: Helps her inflict near permanent ATK and DEF debuffs through her pets’ attacks.
  • Phantasm's Harmony(optional): Raises Onslaught’s final hit damage cap and gives minor skill CD reduction when it lands.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Normal damage cap bonus
  • Skill damage cap bonus
  • Example builds:
  • Builds will feature high skill CD reduction effect to help her cycling skill as fast as possible, so pets’ uptime is increased.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Cheap to build. Has decent stun built-in and near permanent debuff uptime.
  • Cons: Very low damage capacity due to low damage caps across the board, as well as all skills except Pendel have very long cooldown. Also not having a gap closer skill hurts her damage even more being a melee character.

Narmaya

  • Notable behavior: AI will commit to the entire combo string of each stance, however, will randomly choose to use stance shift attack or raw stance swap, thus her butterflies generation isn’t consistent. She will prefer to raw swap into Freeflutter Stance at close range, and into Dawnfly Stance when the enemy is far away.
  • Suggested skills:
  • Kyokasuigetsu, Transient, Setsuna and Dance of Pink Petals. The trio damage skills are her main damage sources, totalling over 60% of her damage. Due to Dance of Pink Petals granting Stout Heart, it is not recommended to use this skill when facing Lucilius and substitute with Dance of Blue Petals, to avoid getting skill/sba sealed by his weaker attacks.
  • Character sigils:
  • Butterfly's Grace: Increase butterfly gain by 1 each time she gains butterflies from combo finishers, stance shift attacks and Link Attack. Very good sigil for butterflies generation.
  • Butterfly's Valor: 50% chance to not lose butterflies when using skills. Very good for butterflies’ uptime.
  • Butterfly's Warpath(not recommended): AI doesn’t do stance shift attacks consistently enough to upkeep the buffs’ duration, thus doesn’t justify the hefty SBA penalty.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Skill damage bonus
  • Attack bonus
  • Skill damage cap bonus
  • Example builds:
  • Builds will always feature 1 QCD and 1 Cascade, as this amount is just high enough for her to chain skills non-stop during Link Time, while low enough outside Link Time so she has time to commit to her normal combo chains and generate butterflies.
  • Quick Charge helps in getting Setsuna out faster, especially since she often charges it to full without butterflies.
  • Replace Combo Booster with Glass Cannon if running Dance of Blue Petals.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: Good damage outside Link Time, and very high damage burst during Link Time, the second strongest Link Time after Ghanda.
  • Cons: No team utility, stun is heavily concentrated on Setsuna and Dawnfly Transient. Become less consistent versus high mobility enemies.

Lancelot

  • Notable behavior: AI will perform normal attacks into Stiller Glanz, and continue it for a random amount of seconds before following with a combo finisher. He will randomly use Twinblade Dance, but will not spam it or actively use it to dodge incoming attacks. Despite his skills being able to chain into Stiller Glanz after casted, he will not use this bonus.
  • Suggested skills:
  • Blade Impulse, Southern Cross, Lawinensturm and Blauer Dolch. Blade Impulse is his gap closer, while Southern Cross and Lawinensturm are his main damage sources.
  • Kaltzwinger is optional and replaces Blauer Dolch if the team is in need of CC.
  • Despite Turbulenz having decent damage, the end lag animation is so long it ends up being a dps loss whenever used, so it’s not recommended.
  • Character sigils:
  • White Dragon's Warpath: Provides Enhanced DMG boost after Combo Finisher or Twinblade Dance’s successful dodge. A small boost with decent uptime.
  • White Dragon's Oath(not recommended): Increases Twinblade Dance’s damage and travel distance, not very impactful.
  • White Dragon's Glory(not recommended): Weaker version of Combo Booster. Not needed since he can cap his damage easily.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Skill damage cap bonus
  • Normal damage cap bonus
  • Example builds:
  • Due to all his skills not having long cooldown, cooldown reduction sigils are not very effective. Furthermore, having any cooldown reduction sigil would cause him to be stuck spamming Lawinensturm during Link TIme.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Constant high damage and very cheap to build.
  • Cons: Not very consistent against high mobility enemies due to very short range. Also low stun and almost no utility.

Vane

  • Notable behavior: AI will perform a random combo string from command list. Once the Beatdown meter is filled past threshold, he will spam exclusively Beatdown 1 attacks. While he still dodge if attacked during skill casting, after V1.3 update, for some unknown reasons, his behavior was changed so that he will NOT attempt to dodge if normal attack rotation is initiated. This means he will usually soak up alot of damage, and frequently die mid-action. Therefore, the rest of this section will focus on building him as a tank instead. Feel free to skip building this character entirely.
  • Suggested skills:
  • Heroic Beat, Breakthrough, Drachenstolz and Soul Eruption. Heroic Beat will help sustain his hp a bit due to the high drain cap.
  • Use Rift Divider or Energy Destruction instead of Soul Eruption if the team has healer, as the heal will bug out his AI when he tries to use Soul Eruption but gets healed just before casting.
  • Character sigils:
  • Hero's Creed: Gives 20% DMG Cut after Combo Finisher, good for survival.
  • Hero's Will(optional): Gives 3% skill cooldown reduction for each combo finisher hit.
  • Hero's Warpath(not recommended): Increase Beatdown gauge gain and Beatdown damage. Not needed.
  • Overmasteries priority:
  • HP bonus
  • Example builds:
  • Weapon choice is Defender weapon for the innate HP and Garrison traits.
  • Guts is not needed as it will be overridden by Drachenstolz buff.
  • Nimble sigil series still has value as he will still dodge hits he cannot tank when not doing his normal attack rotation.
  • Standard build:

  • Endgame build:

  • Performance: 
  • Pros: Very tanky and good map-wide aggro to increase uptime of other teammates.
  • Cons: Need healers and/or other defensive buffs in some endgame quests, as his self-maintenance isn’t sufficient. Also not cheap to build and can’t properly run Lucilius fights due to buff stripping and skill/sba sealing when attempting to tank boss’s attacks.

Percival

  • Notable behavior: At close range, AI will perform either 2 light attacks, 4 light attacks, or the entire combo string before followed by Schlacht. At long range, he will raw charge Schlacht while moving toward the target instead if there isn’t any available skill. Schlacht will be charged to a random level if initiated during basic combo, while always charged to max level if raw charge. He will not follow a skill casting with charging Schlacht. Similar to Eugen, Schlacht’s charging speed will be boosted by Quick Charge, but the release time will be the same as if Quick Charge isn’t equipped, so this sigil doesn’t have any effect.
  • Suggested skills:
  • Feuerangriff, Macht, Royal Authority and Roter Wirbel. His skill damage contributes up to 60-70% his total damage, with Feuerangriff and Roter Wirbel being the main sources.
  • Use Traumerei instead of Roter Wirbel against small size targets, as Roter Wirbel tends to spawn behind them if used at melee range. Use Zerreissen instead of Roter Wirbel if the target is particularly mobile.
  • Character sigils:
  • Lord's Procession: Boosts Schlacht’s damage cap and grants movement bonus while charging Schlacht. Good boosts for his basic rotation and help him catch up to mobile enemies slightly faster.
  • Lord's Warpath(optional): Grants +30% Enhanced DMG boost to fast charge Schlacht, and +10% Supplementary Damage boost to charge parry.
  • Lord's Ambition(not recommended): Restores HP and gains ATK bonus after a charge parry. Not needed.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Skill damage cap bonus
  • Normal damage cap bonus
  • Example builds:
  • Glass Cannon is not recommended, due to charging Schlacht always activating Stout Heart.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Constant high damage and good stun.
  • Cons: All his attacks either have slow wind up or are stationary, leading to whiffing/inconsistency against high mobility targets.

Siegfried

  • Notable behavior: AI will perform the entire combo string, however with each attack being randomly chosen to be perfect-timed, thus Perfect Execution is relatively rare in practice. Lunge will also randomly be used, and all normal attacks following it will be perfect-timed if not interrupted by incoming attacks or skill casting.
  • Suggested skills:
  • Uwe, Nelah Nav and Verdrangen. Uwe is his highest skill damage, while Nelah Nav is a very high stun skill. Verdrangen brings minor DEF debuff and serves as a filler skill between Uwe and Nelah Nav during Link Time with decent damage.
  • Optional skills are Mirage and Salvator for team support. Salvator's Debuff Immunity can become very useful against debuff heavy stages in late Proud, especially the infamous double dragons fights.
  • Character sigils:
  • Dragonslayer's Dominance(optional): Grants Stout Heart and DEF buff after Perfect Execution.
  • Dragonslayer's Ingenuity(optional): Minor skill cooldown reduction after combo finisher or Perfect Execution.
  • Dragonslayer's Warpath: Gives +40% Enhanced DMG boost to each perfect-timed attack. A good boost to his normal rotation.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Normal damage cap bonus
  • Skill damage cap bonus
  • Example builds:
  • Glass Cannon is not recommended, due to each perfect-timed attack gives a short duration Stout Heart buff.
  • His Normal attack damage is inconsistent around 30-40% of his total damage, so skill cooldown reduction sigils are not recommended.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Good damage with built-in high stun in every attack. Also very cheap to build and has very useful defensive buffs.
  • Cons: Inconsistent damage output due to randomness in his normal attack rotation.

Cagliostro

  • Notable behavior: AI will perform a random combo string from command list, and always use full charged Collapse after a combo finisher. However, Collapse will not follow skills with charge bonus after casted. Her normal attacks have piercing properties, allowing her to hit multiple targets or enemies behind blockade.
  • Suggested skills:
  • Pain Train. This skill serves as both her personal highest damage source and gap closer with low skill cooldown.
  • Optional skills are Disruption for dispel, Reinforce, Rhizomata and Phantasmagoria for team support. Phantasmagoria is especially valuable, being the buff that is 3 in 1, and can stack with other ATK, DEF and CRIT buffs.
  • Character sigils:
  • Founder's Warpath: Grants Enhanced DMG boost after each combo finisher. A minor boost for her overall damage.
  • Founder's Truth(optional): Minor skill CD reduction after each combo finisher.
  • Founder's Strategy(optional): Inflict a high DEF debuff from a fully charged Collapse.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Skill damage cap bonus
  • Normal damage cap bonus
  • Example builds:
  • Due to Pain Train being the main damage source, builds are to focus on capping this skill even during Phantasmagoria’s down time.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: Very high single target damage, flexible skill choices packed with valuable team support utilities.
  • Cons: Not cheap to build.

Yodarha

  • Notable behavior: AI will complete the combo chain, however will never continue the chain to shorten it with passive skill.
  • Suggested skills:
  • Flashing Void and Perpetual Rotation. After V1.3 update, Flashing Void has been significantly boosted, becoming both his main damage source and gap closer, similar to Cagliostro’s Pain Train. Perpetual Rotation is to ensure Flashing Void is always used at max marks, and sometimes help instantly refresh Flashing Void.
  • Optional skill is Hymn of the Hundreds, providing Mirror Image to himself, or to the whole team if used at max marks. Using this skill will reduce the chance of Flashing Void being used at max marks, reducing its total damage in exchange for team’s uptime.
  • Character sigils:
  • Swordmaster's Art: Grants 75% chance to not consume Shroud Marks when using his skills. Very valuable sigil to increase his Shroud Marks’ uptime.
  • Swordmaster's Prowess(not recommended): Grants ATK buff during combo chain after landing Combo Finisher. As he doesn’t chain his combo continuously, this sigil has no effect.
  • Swordmaster's Warpath(not recommended): Grants Enhanced DMG boost at shortest combo. As stated above, the requirement is not achievable.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Skill damage cap bonus
  • Example builds:
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Very high bursts of damage. Flashing Void lasts up to 10s while granting him full invulnerability meaning he has little trouble catching up to enemies and doesn’t get interrupted mid-casting.
  • Cons: Low stun capacity, with most of his stun concentrated in the last hit of Flashing Void. Also has almost no utilities.

Zeta

  • Notable behavior: AI will complete the combo chain and always perform Arvess Hammer at third loop. During Link Time or after Link Attack, Arvess Hammer will be used as soon as she is launched into the air instead. She will not continue her aerial combo if launched from using skills. Once in the air, her aerial loop has very long reach, so she has no trouble chasing after mobile targets.
  • Suggested skills: None, as her offensive skills aren’t as strong as her normal attack combo, and due to her combo being so long, having any skill would cause her to actively drop the combo chain to cast the skill, resulting in a significant damage loss.
  • Character sigils:
  • Crimson's Warpath: Grants 100% Critical Rate and +15% Enhanced DMG boost versus target under Arvess Fermare debuff. Good overall damage boost.
  • Crimson's Clout(optional): Grants damage boost and 1% Enhanced DMG boost against target under Arvess Fermare debuff.
  • Crimson's Flight(not recommended): Increase window of chaining jump loop. Since AI automatically chains jump loops perfectly, this sigil is not needed.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Normal damage cap bonus
  • Example builds:
  • As Arvess Hammer has 2 hits, a big and a small hit with the same cap, builds should strive to cap the small hit of her hammer to maximize her damage potential.
  • Crimson's Clout, while good right when you obtain it as it doesn’t need to level up, would slowly lose relevance as you earn and fully upgrade more curio sigils with better damage boost, as the sigil itself is just a weaker Injury to Insult sigil.
  • Critical Rate sigil while no longer mandatory, would still boost damage consistency if presented, due to her having to go through the entire normal combo to apply the debuff in the first place
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: Very high constant damage. Her Arvess Hammer also has a lot of stun.
  • Cons: Expensive to build. She only has 1 dodge counter mid air, and Improved Dodge cannot increase this, so she doesn’t do very well versus enemies that can reach her up high. Also has no utilities.

Vaseraga

  • Notable behavior: AI will perform a random amount of Light Swings, followed randomly by Full Charged Power Strikes. Due to this, Combo Finisher sigil has no effect, as he doesn’t even use combo finisher swings at all. Melas Unleashed will only be used when Grynoth gauge is at 0, therefore his warpath’s effect won’t ever activate. His AI also seems to not be configured for effects that quicken his charging speed, as equipping Quick Charge sigil or entering Link Time would cause him to randomly cease all actions.
  • Suggested skills:
  • None. All of his skills are underwhelming in both effect and damage output, and having skills would disrupt his charged attack rotation, which is very lengthy.
  • Character sigils:
  • Ebony's Presence(optional): Increases the window before Grynoth gauge starts depleting.
  • Ebony's Poise(not recommended): Grants minor skill cooldown reduction whenever he lands charged attacks. Not needed.
  • Ebony's Warpath(not recommended): Grants Enhanced DMG when using Melas Unleashed if Grynoth gauge is higher than 0. Not needed.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus
  • Normal damage cap bonus
  • Example build:
  • Glass Cannon is not recommended due to him having innate Stout Heart.
  • His Power Strikes have different properties compared to player version, using uncharged attack multipliers while having charged attack cap, which makes reaching cap very difficult, and the first hit of Power Strike 2 is completely impossible to cap on his own. However since Power Strikes are his main damage sources, player should try to slot in as many orange sigils as possible, and at least cap his Power Strike 1.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance: 
  • Pros: High bursts of damage.
  • Cons: Very expensive to build. No utilities, very low stun capacity and inconsistent in Link Time.

Seofon

  • Notable behavior: AI will perform a random combo string from command list except Avatar Finisher combo(last combo), as well as combining short combos. He will only summon avatar when avatar gauge is at max, and will not unsummon it. Avatar Finisher combo will only be used when avatar gauge is about to be depleted, and he isn't already in action, which makes it rarely ever happen.
  • Suggested skills:
  • Barrido, Despedazar, Infinito Creare and Tempesta. Tempesta is his most important skill to maintain Avatar gauge. Infinito Creare and Despedazar are his most damaging skills, while Barrido is his gap closer.
  • Optional skill is Rotura if the team is in need of stun, replacing Barrido as the longer cooldown and more stun gap closer;Prision de Armas if the team needs CC.
  • Character sigils:
  • Seven-Star Boundary(mandatory): Grants effects equivalent to Terminus weapon.
  • Spirit Edge's Fury: Increases DMG cap, ATK and Stun when Avatar is summoned. Great boosts for his overall performance.
  • Spirit Edge's Rally: Increases Swordshine level when a skill is used. Good boost to his Swordshine level.
  • Spirit Edge's Warpath(not recommended): Grant Enhanced DMG, Stout Heart, Debuff Immunity and Drain after an Avatar Finisher combo(last combo). Very rarely happens so not really significant.
  • Overmasteries priority:
  • Attack bonus
  • Critical Rate 16%+
  • Skill damage cap bonus
  • Normal damage cap bonus
  • Example builds:
  • Due to the importance of his skills toward his mechanics, builds will always feature highest skill cooldown reduction effect possible.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Good constant damage.
  • Cons: Low stun capacity and almost no utilities. Long combo chain makes him easily interrupted before finishing and doesn’t fare well against high mobility targets.

Tweyen

  • Notable behavior: AI will charge Multilock Hail at max Ultrasight level, however this will never be fully charged. In Link Time, Multilock Hail will be spammed if there isn’t any available skill. Quick Charge will only affect Multilock Hail’s release time, and will not affect release time of other normal charged attacks. All of her attacks will push her away from her target, so she can have a hard time maintaining damage in a large arena. She will randomly perform one of these 4 normal combos:
  • Light attack, Light attack, Charged combo finisher, Power finisher
  • Light attack, Light attack, Light attack, Combo finisher, Power finisher
  • Charged light attack, Charged light attack, Charged light attack, Charged Combo finisher
  • Light attack, Combo finisher, Power finisher(this combo is only used when enemy get too close to her)
  • Suggested skills:
  • Clincher, Lethal Rain and Two Crown's Strife. Clincher is her highest damage skill, followed by Lethal Rain with good stun. Two Crown's Strife is just a simple one-time-use 6-7 millions damage nuke button.
  • Fourth skill can either be left empty or Depravity, depending on whether the target is immune to DOT or not. Note that once she starts Depravity, she will not stop for Link Attack.
  • Character sigils:
  • Two-Crown Boundary(mandatory): Grants effects equivalent to Terminus weapon.
  • Dark Huntress's Warpath: Provides faster charge time, Enhanced DMG boost and Stun to her charged attacks, including Multilock Hail, accompanied by a small chance to inflict a random debuff or DOT. Good overall boosts for her normal attack rotation.
  • Dark Huntress's Surge(optional): Grants faster fire rate to her to her normal attack. Good minor boost.
  • Dark Huntress's Volley(not recommended): Grants Enhanced DMG and Supplementary DMG boost after a fully charged Multilock Hail. She doesn’t fully charge Multilock Hail so this sigil has no effect.
  • Overmasteries priority:
  • Attack bonus(increase her DOT’s output)
  • Critical Rate 16%+
  • Normal damage cap bonus
  • Skill damage cap bonus
  • Example builds:
  • Due to her behavior pushing herself away from the target after every attack, putting Provoke on her can be considered if you want to solely increase her damage output.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Packed with various debuffs and DOT effects.
  • Cons: Inconsistent average damage output. Enemies partially or fully immune to her DOT will also reduce a good portion of her number.

Sandalphon

  • Notable behavior: AI will always perform perfect-timed combo, followed by combo finisher in human form. In Archangel form, he will also complete normal combo followed by combo finisher, but will not continue chaining into another combo chain despite being able to. Zohar Strike will either be used when Archangel gauge is about to expire and he isn't already in action, or spammed in Link Time if there isn’t any skill available. Lightstep in both forms will only be used when he’s attacked during normal combo chain as a way to dodge out and immediately resume combos afterward.
  • Suggested skills:
  • No Way Out, Ecliptica, Revontulet and Talviyö. These skills aren’t actually good at dealing damage, but are the only skills that increase his Archangel gauge other than his normal combo chain. Revontulet brings a good aoe stun, while Talviyö is copy paste version of Flashing Void without the high damage, and the last hit will completely fill Archangel gauge if it lands on enemies.
  • After transformation, all his skill slots will be replaced with the 4 following skills: No Way Out, Revontulet, Ethereal Prison, Breath of Life. All of these skills will have their cooldown refreshed upon completing transformation, with greatly enhanced properties. No Way Out becomes his highest damage skill, packed with a lot of stun; Revontulet now inflicts the highest stun in the game with even bigger aoe and more damage; Ethereal Prison can strip buff and Breath of Life can remove debuff.
  • Character sigils:
  • Ain(mandatory): Grants effects equivalent to Terminus weapon.
  • Supreme Primarch’s Warpath: Provides +25% Enhanced DMG boost in Archangel form, and grants 20% Archangel gauge for each successful dodge triggered by Lightstep in both forms. Very good overall boosts.
  • Supreme Primarch’s Awe(optional): Grants small damage cap increase and small gauge gain boost for his perfect-timed normal combo in human form. Minor boost for his normal rotation.
  • Supreme Primarch’s Nimbus(not recommended): Restores HP and grants DEF buff when exiting Archangel form. Not needed.
  • Overmasteries priority:
  • Attack bonus
  • Critical Rate 16%+
  • Skill damage cap bonus
  • Normal damage cap bonus
  • Example builds:
  • Builds will not feature Glass Cannon, as his Archangel form has innate Stout Heart buff.
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: High constant damage in Archangel form with very high stun and various useful utilities. His SBA also has the longest animation, creating a massive uptime.
  • Cons: Relatively weak human form.

Id

  • Notable behavior: In human and Godmight form, AI will randomly perform 2-4 normal attacks, before following with Lunge/Flurry Sword and Finisher. Lunge will also be randomly used independently, but will never be charged. Godmight Finisher will only be used when Versalis gauge is about to run out and he isn’t already in action, thus rarely happens. In Dragonform, he will switch between Claw combo and Light Blast combo depending on target’s distance.
  • Suggested skills:
  • Reginleiv Recidiv, Scourge, Unbound and Ragnarok Form. Reginleiv Recidiv deals the most damage in human and Godmight form, followed by Scourge and Unbound, while all 3 helps gain a good portion of Versalis gauge with low cooldown. Ragnarok Form will help with switching Dragonform/maintaining Godmight form.
  • Optional skill is Arcadia if the team in need of CC.
  • After switching to Dragonform, all his skill slots will be replaced with the 4 following skills: Reginleiv Recidiv, Scourge, Never Enough and Arcadia. All of these skills have different properties compared to human version, and will have their cooldown refreshed upon completing transformation. Reginleiv Recidiv will now deals damage 3 times, and has animation-locking; Scourge will sweep a much wider area, dealing damage multiple times against large size target, and inflict DOT; Never Enough deals damage twice, travels much further and heals a lot more; Arcadia’s slow has much longer duration and also inflict DOT.
  • Character sigils:
  • Versalis Foundation: Increases Versalis gauge gain. Very useful to quickly enter Dragonform.
  • Versalis Ignition: Gives Drain(stack additively with Drain sigil), Stout Heart and increases damage cap during Godmight. Very good boosts for his last form.
  • Versalis Heart(not recommended): Grants minor Enhanced DMG boost in exchange to faster gauge drain. Since it’s already hard for AI in actual battle to switch form, this sigil won’t have any effect.
  • Overmasteries priority:
  • Critical Rate 16%+
  • Attack bonus(increase his DOT’s output)
  • Skill damage cap bonus
  • Example builds:
  • Builds will not feature Glass Cannon, as his Dragonform and Godmight form have innate Stout Heart buff
  • Standard build:

  • Post-Lucilius build:

  • Endgame build:

  • Performance:
  • Pros: Constant good damage output, with high slow debuff uptime and very cheap to build.
  • Cons: Human and Godmight forms have very low attack range, so he will have difficulty facing high mobility enemies.

IV. BUILDING AFK CHARACTER

1. Which character to choose: 

While any character is good enough, some characters have unique traits that make them better choices:

  • Charlotta: smallest hitbox in the game, so less chance to get hit.
  • Seofon: has passive buff from skill tree than grants +10% SBA damage and SBA damage cap.

2. Weapon and Sigils to look for:

  • Defender weapon: the best defensive weapon.
  • Aegis: HP increased by %, needed to reach hp cap of 99,999.
  • Greater Aegis: better version of Aegis.
  • Regen: scales up with hp, recover 5,000 hp each tick at max level and hp cap.
  • Auto Potion: automatically uses green potion when under 50% hp and adds 1 potion for each type. Acquire from Sierro’s Treasure Trade.
  • Potion Hoarder: increases the amount of potions available.
  • Autorevive: as Auto Potion doesn’t use revive potion, this is needed to reduce team downtime reviving your AFK character.
  • Guts: helps surviving a lethal attack.
  • Garrison: increases def% bases on how low your hp is.
  • Stronghold: same as Garrison but bases on how high your hp is.
  • Crabvestment Returns: grants a small amount of HP% and DMG Cut. Acquire from sidequest collecting 41 Wee pincers.
  • Crabmiration(optional): gives a small amount of HP. Acquire from Sierro’s Treasure Trade.
  • Stout Heart(optional): gives damage reduction.
  • Steel Nerves(optional): gives damage reduction when Stout Heart is active.
  • Low Profile(optional): significantly reduced the chance of being targeted.
  • Natural Defenses(optional): reduces duration and effectiveness of debuffs by 30%.
  • Improved Guard(optional): increases guard’s durability, only used when holding block.

3. Example build:

4. Some food for thoughts:

  • Stout Heart is generally good for tanking attacks, but sometimes high attack intensity means not having Stout Heart so your AFK character can be knocked down for a lot of i-frames is better.
  • Final Vision’s Lucilius doesn’t have too high guard break values across his moves, so holding block AFK is better than tanking all the heavy attacks.
  • Recommend to have either Captain or Cagliostro in team for Revive skill if the boss is particularly difficult to survive.
  • AI characters in your AFK team won’t need Uplift, because SBA is generally a big downtime as they will stand still and wait for their turn instead of attacking.

Log:

  • 30/09/2024: V1.0 release