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The following is a Beginner's Guide to help new players get started with Dragalia Lost.
Welcome to Dragalia Lost! Dragalia Lost is a beat 'em up role-playing gacha game created by Nintendo and Cygames. In it, you control a prince named Euden and his allies, moving and attacking enemies from a bird's-eye view with skills and powerful Dragons.
Dragalia Lost has a number of different progression mechanics in place. Before explaining the progression in this game, it's important to know how to access the different aspects of the game. The menus around the edges of the screen will be explained briefly. For more details, refer to the Basics page.
First up is the Home menu. In this menu, you'll be able to start quests, as well as access the shop, in-game announcements and endeavor sub-menus.
- Tapping one of the big Event banner images will take you to the latest limited-time events.
- You can tap and hold on the Home button to take you to the last visited page in the Quests menu.
- For example, if you were previously in a story chapter's quest menu before you switched out of the Quests menu, you'll be taken there.
- For another example, if you were playing in a facility event, you'll be taken to its menu instead.
- The Notices menu is opened by tapping the icon with a speech bubble and exclamation mark. This is where you can view announcements made by the developers.
- Tapping the "pinned list" icon opens the Endeavors menu. Here, you can collect rewards for completed endeavors.
- The Shop is opened by tapping the wooden sign. Here you can buy items using Rupies, Wyrmite, or Diamantium. You can also purchase Diamantium using real-world money.
- Your Alliances chat is opened by tapping the two crossed swords over a shield icon. You can check in daily for a reward of Rupies, Mana, and Honey.
- The Join Co-op button on the main menu here will allow you to join other peoples' lobbies, either through selecting a public lobby or entering a room ID.
- The Treasure Trade button gives you quick access to the Shop's Treasure Trade section, where you can trade quest rewards for useful items.
- Note that Solo quests will use Stamina, while Co-op quests will use Getherwings.
- The Adventurers button will take you to the page where you can level up your adventurers, allocate HP and strength augments, or promote them to a higher rarity if applicable.
- Mana Circles are another kind of upgrade available for adventurers. Here, you'll be able to unlock mana circle nodes for adventurers, which will boost their performance by adding additional base stats and unlocking new abilities, as well as powering up these abilities.
- Unlocking certain mana circle nodes also unlock new chapters in their adventurers stories, detailed later.
- Weapons/Crafting will open up the page where you can craft and improve your weapons.
- Wyrmprints allows you to improve your wyrmprints.
- Lastly, Dragons will open the page where you can level up and unbind dragons.
On this page, you can assemble your party. You can have up to 54 different parties, divided into 9 groups of 6.
- Edit Teams allows you to change your party. Here, you can select up to 4 adventurers to assemble your party. You can also equip them with a weapon, a dragon, and set up their shared skills by tapping the boxes beneath their 3D models. Alternatively, tapping on any of the 3D models when not in the Edit Teams screen will take you this screen as well.
- Tapping Switch View will change the page to the page showing wyrmprints equipped on their weapons. An adventurer may equip up to five wyrmprints (three 5 wyrmprints and two 4 or lower rarity wyrmprints).
- Tapping the Optimize button will open the optimization menu. Here you can let the game form a party for you based on the parameters you select. However, be aware that manually-constructed teams tend to be better.
- Collection allows you to view all of your collected adventurers, dragons, weapons and wyrmprints. You'll also be able to part ways with dragons on this screen.
It is important to note that:
- An adventurer, and all of their variants, cannot be used twice in one party.
- For example, you cannot have The Prince occupying two party slots; if this is attempted, the adventurer simply swaps positions with the spot.
- For another example, you cannot have Gala Mym and Halloween Mym in the same party, even though they are separate adventurers, as they're technically both Myms; if this is attempted, you'll be prompted to switch out the existing adventurer instead.
- The exact same dragon cannot be used twice in one party, but they can be active or equipped simultaneously in different parties. If you have multiple copies of a dragon, though, you can use them in the same party.
- For example, if you only have 1 copy of Brunhilda, then you can't equip her on 2 adventurers in Team A. However, you can equip her once on Team A, and once again on Team B.
- If you have 2 copies of Brunhilda, then you can equip her on 2 adventurers in Team A.
- Wyrmprints and weapons are subject to a limit within the same team, determined by status of their Copies upgrades.
- The exact same wyrmprint kind also cannot be used in multiple wyrmprint slots of a single adventurer.
- For example, you cannot equip an adventurer with more than one copy of Resounding Rendition, even if you had more than one copy of it.
Here, you'll be able to access your Castle Grounds and view adventurer, dragon and castle stories. At first glance, the castle grounds may seem to not be too important, but to keep your progression up, it is important to continuously upgrade your castle grounds.
- Castle Grounds will take you to the castle grounds screen. Here, you can manage your buildings and restore stamina with Honey Tea.
- Dragon's Roost takes you to a page where you can bond with your dragons via giving them gifts.
- Adventurer Stories, Dragon Stories and Castle Stories will take you to the respective stories page where you'll be able to learn more about your adventurers and dragons. These stories will reward you with wyrmite once you've read them for the first time.
Goodie Box (Wrapped present icon in the top right)
This is where you go to claim various goodies, including:
- daily alliance check-in reward
- daily and weekly bonus chests
- Developer's Gifts
- quest completion endeavor Wyrmite
- first clear rewards
- excess weapon and dragon drops.
More (Green book icon in the top right)
This menu contains various miscellaneous features, such as your player profile, friend list, helper settings, game settings, account management, and the two Dragalia Lost comics, Dragalia Life and Adventurer's Guide.
There are two main components to the combat system: the mechanics and the controls.
- When you have elemental advantage, you deal 1.5x damage and take 0.5x damage.
- When you have elemental disadvantage, you deal 0.5x damage and take 1.5x damage.
- Light and Shadow elements always work in advantage of the player (A Light adventurer will always take 0.5x damage from, and deal 1.5x damage to Shadow enemies).
This is basically free extra damage and defense for using the correct element, so it's very important to work towards at least 1 properly-built adventurer per element.
For a full table of multipliers, see the Elements page.
The player and enemies can apply a number of different afflictions. Some of them are inflicted primarily by enemies of a specific element, while others can be applied by all of them.
Aside from having their own effect, being afflicted also means that you cannot transform into your dragon or activate dragondrive.
Certain abilities can cleanse afflictions, and certain characters can have resistance to an affliction.
There are two major categories of affliction: Damage-over-Time and Crowd-control:
- Damage-over-Time (DoT) afflictions deal periodic damage.
- Crowd-control (CC) afflictions obstruct movement.
Visit the Conditions Page for more information.
|Affliction||Description||Main Types of Enemies that Inflict||Main Types of Adventurers that Inflict|
|Poison (DoT)||Deals periodic damage.||Shadow, Wind||Shadow, Wind|
|Burn (DoT)||Deals periodic damage.||Flame||Flame|
|Paralysis (DoT)||Deals periodic damage.
Target may be staggered every "tick".
|Frostbite (DoT)||Deals periodic damage.||None||Water|
|Shadowblight (DoT)||Deals periodic damage.||None||Shadow|
|Scorchrend (DoT)||Deals periodic damage.||None||Flame|
|Stormlash (DoT)||Deals periodic damage.||None||Wind|
|Flashburn (DoT)||Deals periodic damage.||None||Light|
|Freeze (CC)||Target can't move or attack.
Can attack frozen teammates to free them.
|Stun (CC)||Target can't move or attack.||Wind, Flame||Wind, Light|
|Sleep (CC)||Target can't move or attack.||Wind||Shadow, Wind|
|Bog (CC)||Halves target's movement speed and roll distance
Also increases received damage by 50%.
|Curse||All skills become unusable and skill point gain is halted.||Shadow||None|
|Blindness||Target's attacks mostly miss, but skill point gain is normal.||Light||Shadow|
Most bosses will have an initially empty (some exceptions exist) yellow bar called the Mode Bar beneath their HP bar. If a boss has a mode bar, it has 3 states it can be in: Normal, Overdrive and Break.
- Normal: Bosses start the battle in this state. Dealing damage will fill their mode bar until it is full. Once filled, the boss enters overdrive state.
- Overdrive: A light blue effect will appear around the boss. The boss gains a damage and defense buff, and will usually use new, stronger attacks while in overdrive state. Dealing damage to the boss will deplete the mode bar until it is empty, at which point it will enter break state. Force strikes as well as all attacks with Gauge Accelerator bonuses deal bonus damage towards the mode gauge bar, making them ideal for depleting the mode bar more quickly and forcing an earlier transition to break state.
- Break: The boss gets a dark blue hue, remains still, and has significantly reduced defense, greatly increasing damage taken. After a set amount of time specific to that boss, it returns to normal mode and the cycle repeats.
Skills are active abilities that can be used by adventurers and dragons during combat once they are charged. How fast they charge is based on Skill Points (SP). This is a hidden mechanic, meaning it can't be seen during combat. Each skill needs a set amount of SP required for the skill to become available. Hitting enemies with attacks will gain SP. The amount gained is not based on damage output, but rather on the hits that land. Each weapon has a combo, ranging between 5 and 7 moves. Later hits in the combo gain more SP. Force strikes, dash attacks, and certain skills or their resulting buff effects also give SP.
When a skill is activated, an animation will play, causing the adventurer to become temporarily immune to attacks with red action markers. This is referred to by the player base as "iframes", short for invincibility frames. Note that attacks with purple action markers will still damage the adventurer and even cause it to exit the skill animation if it physically connects. Knowing how to time iframes is key for higher level gameplay mechanics.
When clearing quests in solo mode, you have the option to bring a helper into battle. This allows you to use the helper's skill during combat.
- If the helper is not a friend's adventurer, you can use their skill once.
- If the helper is a friend's adventurer, you can use their skill three times, with each successive use subject to a cooldown before it's available again.
In a similar fashion to skills, dragons require their Dragon Gauge, located just above the adventurer's portrait and to the side of the dragon's portrait, to be filled up before the adventurer can shapeshift. To fill the bar, you have to damage the boss or collect dragon gauge obtained from defeating enemies or breaking dragon obelisks. Once the Dragon Gauge is charged to at least 1 full bar, you can transform, receiving iframes during the transformation. While shapeshifted, you'll get access to their skill once per transform (certain dragons allow two uses with further attacks in dragon form). While in dragon form, damage you take will not reduce your HP, but instead will reduce the time you stay in dragon mode. Giving gifts to dragons at the Dragon's Roost will extend the duration of shapeshifting. Once you transform back into the adventurer, you can't transform for a short period of time.
The Dragon Gauge can be filled up to hold a maximum of two transformations, indicated by two full vertical bars. Note that the transformation is a fixed duration; even if the Dragon Gauge is overcharged to two full bars, it does not extend a shapeshift to twice the usual duration, and the act of shapeshifting will always consume one bar's worth of Dragon gauge.
Attack Indicators and Iframes
Certain enemies like bosses will "telegraph" certain attacks. These attacks are identified by colored areas that are either red, yellow, or purple. Once the colored areas are completely filled, the attack will commence. Red/yellow attacks can be avoided through iframes, while purple attacks will hit regardless if they physically connect.
Iframes, short for invincibility frames, is the term to describe the invincible state a character is in while using a skill, dodge rolling (in both adventurer and dragon form), or when shapeshifting into a dragon or activating dragondrive. During the use of a skill, dodge roll, or transformation, enemy attacks will not harm the user. The exception to this is during purple attacks which have the potential to disrupt or cancel the skill, roll, or transformation currently being used, if they physically connect. Your own skill iframes (but not dodge roll or transformation iframes) also temporarily apply to any of your AI characters currently participating in the quest for a much shorter duration, lasting 1 second from the initial use of a skill.
Dragalia Lost doesn't use conventional joystick controls. Instead, it uses a free joystick with the pivot centered on where you touched the screen. You can then control your character as if it were a regular joystick.
However, if you change directions quickly whilst your finger is far away from the pivot point, the game will move the pivot to where your finger currently is. You can toggle the option to automatically reposition the pivot when quickly changing direction in 180 or 90 degree turns on or off separately.
Tapping the screen once will let your character perform a regular attack. When the character is done attacking, tapping again will perform another attack. This will combo off of the previous attack. Each weapon class has unique combo sequences. Usually, regular attacks will be buffered.
To use a skill or transform, press the corresponding button on the bottom of the screen. Dragon transformation can be done by tapping the dragon portrait above your character portrait.
To dodge, you can quickly swipe in a direction to make your character roll to that direction. Dodge rolling also gives iframes that are similar to skill iframes.
Pressing and holding down your finger without moving will make your characters charge up their force strike. After a brief period of charging, your character can unleash the charge. The range and area of effect of the strike depends on the weapon. Moving the finger after the force strike has begun charging will permit you to aim directional force strikes, in a reversed direction (similar to a slingshot).
Force strikes can instantly break the shields on guarded enemies, and they deplete mode gauge faster than regular attacks.
In the top right of the screen, a minimap is displayed. Tapping the minimap will enlarge it and make it appear in the middle of the screen. Tapping the minimap circle again will minimize the map to its first state.
You can pinch the screen to zoom out.
Rerolling on the Tutorial Summon Showcase
While the game is downloading, you'll be able to perform 50 summons on the Tutorial Summon Showcase, which is essentially an in-game reroll system. You can retry the 50 summons as many times as you want, until you're happy with your results. For more details on how this system works and which units are recommended to aim for, see the Soft-Reroll Guide.
The 7 Days of Tenfolds
To help ease you into Dragalia Lost, you're given 1 daily free tenfold summon every day for your first 7 days since starting the game.
These tenfolds are marked by Red text that reads "One Free Tenfold!", and are not the same as Tenfold Summon Vouchers or Wyrmite in that you can't save them for later - you have to use up your free summon each day, or you lose it for that day.
- Also, these are locked to the most-recent banner, so if multiple banners are running, then you can't choose which one you want. But you'll probably pull something that can help you out anyway.
Make sure to pick up these bonuses in your first week!
Advancing the Main Campaign
Once you completed the tutorial and, if you've rerolled, are satisfied with your characters, it's time to start progressing through the game. The majority of content is still locked when beating the tutorial, and is unlocked through beating certain story chapters.
As an early goal, aim to clear chapter 7. This grants access to most of the important upgrade features, as well as Void Battles. Later chapters can be revisited once you're stronger.
|Main Campaign chapter||Unlocks|
|Chapter 2: 2-1|
Your First Team
To do story, you'll have to set up a party, consisting of 4 adventurers. There are a lot of factors that can go into this, so we'll split this into 2 sections: we'll give you the basics now, and we'll give you more details a little later, after you've made some story progress.
It's advised to have multiple elements in your first party for clearing through the story, as there is an elemental advantage and disadvantage system that significantly affects your combat performance. Once you've settled on which members to use, you can equip them with whichever weapons, wyrmprints, and dragons you happen to have.
Below are six sample teams. These teams all include a healer, and either 3 DPS, or 2 DPS and one buffer. Thanks to your starter batch of 3 , you will always have enough adventurers to fill a team with 4 adventurers of the same element.
- Generally speaking, rainbow teams usually work fairly well in story quests, but if adventurers are reaching 0HP too easily, consider using a mono-element team to improve survivability.
As you progress through the story, you'll find that the enemies get increasingly difficult. Should you fail a level, any stamina and/or getherwings used will be refunded. If you can't seem to progress past a certain level, you can try to upgrade your adventurers or look for help in co-op.
While progressing, don't forget to upgrade your Castle Grounds.
Upon clearing the final battle in Chapter 7, you'll have access to all the important farm quests. Your priorities at this point should be increasing the strength of your units and upgrading the facilities in your Castle Grounds.
The Story Skip Option
You may have noticed that the game offers you a choice to skip to the end of chapter 10. You don't have to decide immediately - the option will be there until you either take it or clear chapter 10 yourself.
For skipping, you will get:
- Player Level 60
- 999 Stamina and 99 Wings
- All of the first clear rewards and endeavor rewards from the quests you skipped. (This includes all of the summon currency)
- Your facilities will be automatically built to the following levels:
- The Halidom: Lv. 6
- Smithy: Lv. 6
- Rupie Mine (4 total): Lv. 15
- Dragontree: Lv. 15
- Altar of each element (2 each): Lv. 10
- Dojo of each weapon (2 each): Lv. 10
If you do NOT skip and choose to progress the story manually, you will instead receive the following after clearing chapter 10:
- 69990 Player EXP (the amount needed to go from player level 1 to 60).
- 350 Hustle Hammers (1 hammer can skip a facility's build time, regardless of duration. Best saved for facilities that take 24+ hours to complete).
- Enough materials to match the facility levels listed above.
Note that you gain a refill of stamina and wings for every level, which means the skip option causes you to lose some of those level-up bonus stamina/wings, as you overcap. Levels 1 to 60 manually would give you 3,024 stamina and 708 wings, but you only get to keep 999 stamina and 99 wings of it when you skip. Skipping will also cause you to lose the Hustle Hammers, which could normally be saved to speed up longer build times.
It's mostly a trade-off of faster progression (skip) or more-efficient progression (don't skip). Unless you are in a rush for some limited-time event or summon banner, it is generally recommended to NOT skip. Pick whichever option works better for you.
The Royal Regimen
The Royal Regimen is a set of tutorial-like endeavors that guide you through progression all the way to endgame. It also gives tons of upgrade materials to level up your team as well as rare rewards such as 5★ Summon Voucher (Adventurer) and 5★ Summon Voucher (Dragon) to help expand your roster of units. Be sure to check in on it whenever you can.
Note that these 5 tickets give random Adventurers and Dragons (you cannot choose), and that they grab from specific pools that have not been updated in a long time. So newer Adventurers and Dragons won't be appearing. That being said, it's still recommended that you spend all of these to help expand your roster.
Here are some brief rundowns on what each of the ticket's 5 adventurers can offer:
- Note that all of these adventurers have access to the Mana Spiral, a high-investment set of upgrades.
- Spiral can change an adventurer's performance considerably, however due to the cost involved, it may be a while before you can afford to do it.
- For dragon evaluations, see the Dragon Investment Guide.
|Naveed||Overshadowed by The Prince for most of the game, but he regains relevance near the endgame, where he can act as a tanky DPS post-spiral.|
|Mikoto||Decent initially, and gains a lot of critical rate and attack rate from spiral. However, quests with Curse of Nihility reduce him to only decent again.|
|Ezelith||Very weak initially, but gains huge critical rate from spiral. However, quests with Curse of Nihility completely shut her down, making her a risky investment.|
|Xander||Overshadowed by Karina for most of the game, but regains relevance near the endgame, where certain mechanics may make Karina falter.|
|Xainfried||Rather weak initially, but becomes a strong dragon specialist when spiraled.|
|Lily||Initially not very impressive, but with spiral she is a reliable source of Freeze.|
|Hawk||Poor performance initially, and only passable when spiraled. Pretty much completely overshadowed by Louise.|
|Louise||Reliable Poison, good damage, and good synergy with the buffer Templar Hope.|
|Maribelle||Decent DPS for early game, but she has to be at full HP, which is troublesome in high-end content.|
|Julietta||Initially quite weak - she has bulk, but no damage. However, post-spiral her damage is much better, and her tankiness is helpful for auto teams. She's unimpressive in co-op though, where her tankiness is not needed and her DPS is still lower than other options.|
|Lucretia||Largely overshadowed by Amane in the DPS department. Amane is also much cheaper to actually build.|
|Hildegarde||One of the best light healers in the game. When spiraled, she is very valuable for keeping the team alive in tough endgame content.|
|Nefaria||Unfortunately outdone by most shadow DPS, whether she is spiraled or not.|
The buildings in your halidom aren't just for show - they can increase your adventurers' stats and, in the case of the Smithy, allow you to craft better weapons.
Here are some basics to consider:
- Facility Level - this is the sum of the levels of all facilities you own (not counting decorations), and can be seen in the top-left of the screen in the Castle Grounds. This level is used in the requirements for upgrading the Halidom itself (the blue-roofed castle), which will give you more room to work with and unlock more levels for the Smithy.
- Smithwyrms - these are the small dragons with hammers that actually upgrade your facilities. Due to this, the amount of buildings you can upgrade at once is limited by not just your materials, but the amount of Smithwyrms that aren't already busy. You'll start off with just 2, but have the option to purchase a 3rd, 4th, and 5th with your Wyrmite by tapping the + button in the upper-left of your Castle Grounds. While you would normally use this currency for summoning, it is recommended that you buy all 3 additional smithwyrms to aid your progression. It's a good investment (you only have to pay it once ever), and is equal to only about 11.25 summons' worth of currency:
|5 (max)||Wyrmite x700|
- Hustle Hammers - one of these special hammers allow you to finish a building immediately instead of waiting for it. This is valuable, and the game showers you with them early on, however it is advised that you save your hammers for later to get the most value out of them. Build times can get very long - sometimes multiple days for one building, so a good rule of thumb is to not use hammers until the build times start going over 48 hours (2 days).
- 1/2 Build Time bonus - For your first 30 days, all of your buildings will take only half the time to finish construction. This is another reason to save your Hustle Hammers - it's much better to use them after this bonus has worn off!
- You should not be overly stingy with your Hustle Hammers, though - some upgrades, such as Halidom upgrades (which also tie into Smithy levels), or late-level Facility Event facilities (excluding Event Compendium events), can provide significant benefits to early-game accounts and yet are significantly slower to upgrade compared to other similarly-upgraded facilities. In these cases, using Hustle Hammers might be worthwhile to speed progression. A good rule is to consider using Hustle Hammers once upgrade times for Halidom or event-exclusive facilities start reaching 6 hours or more, or if a facility event is about to end (less than 24 hours remaining).
The priority order for upgrading Facilities in your Halidom should be:
- Upgrading your Smithy to unlock more weapons for crafting - Since this requires upgrading your castle, which requires a certain facility level, you should prioritize the fastest and cheapest facilities to upgrade during this time to raise your facility level as quickly as possible. The smithy maxes at level 9, which requires a level 7 Halidom.
- Some fast facilities to build are the ones in the Event Compendium, which have very short build times.
- Upgrading Adventurer Facilities to strengthen your adventurers - Altars (acquired via increasing your player level) and Slime Statues (acquired through Treasure Trade for Void Battles) are slightly more important than Dojos (acquired by clearing Chapter 6) as increasing the strength of an entire mono-element team has more impact than increasing the strength of a single weapon type. Altars and Slimes are also significantly cheaper to build, so they're a good target for increasing your facility level quickly.
- Upgrading Dragon Facilities to strengthen your dragons - These have a much-smaller impact on your DPS than the Adventurer Facilities.
- Although upgrading the Dracoliths will eventually result in massive increases in dragon damage dealt, levels beyond 20 - where most of the boost is - require materials from High Dragon Trials, endgame quests. Early on, resources and time are better spent on the Smithy and Adventurer Facilities as they have a better overall impact.
- Eventually, once you're ready to farm High Dragon Trials, then it's a good time to maximize the Dracoliths to further improve DPS.. For now, though, focus on the first two items.
- Fafnir Statues have miniscule impact, and should not be upgraded until your dracoliths are done.
- Although upgrading the Dracoliths will eventually result in massive increases in dragon damage dealt, levels beyond 20 - where most of the boost is - require materials from High Dragon Trials, endgame quests. Early on, resources and time are better spent on the Smithy and Adventurer Facilities as they have a better overall impact.
- Everything else - The production facilities (dragontree, rupie mines) generate some passive income, but that is a very small amount compared to what you get from actively farming.
Team Building In-depth
You've unlocked a bunch of features from story, so now it's time to discuss more details about team building.
- General Composition - Generally, teams consist of 3 DPS + 1 healer, or you can forego a healer and do 4 DPS.
- Healers are usually adventurers that have a Staff, such as Cleo. Don't run more than 1 healer, though - nothing really demands that much healing.
- Up to 1 Buffer such as Elisanne can be slotted in too. Buffers have little personal damage, but they can improve the team's DPS considerably with their buffs. You can usually identify buffers by adventurers whose first skill is a strength buff rather than an attack.
- Dragons - Match up dragon elements for a big stat boost! Each Dragon has an "aura", a passive that will grant bonus stats to their adventurer. This is usually locked to matching-element only, so The Prince would want a Flame dragon like Brunhilda, for example.
- DPS adventurers prefer a Strength Up or Skill Damage Up aura. This maximizes the potential damage boost they can get out of it.
- Healers prefer HP Up. This plays into the Healing Formula to make their heals stronger. (Strength technically contributes too, but HP is more than 2x as impactful).
- Buffers prefer Skill Haste Up if they can get it, to allow them to cast buffs faster. However, note that skill haste is only on 5 dragons. Buffers do their job well enough regardless of dragon though, so you should focus on gearing your DPS with good dragons first - give the buffer whatever is left over.
- Weapons - Most of the time you just want to equip whichever weapon gives you the most strength (NOT might) on a particular adventurer. Matching a weapon's element with the adventurer's element also multiplies the weapon's stats by x1.5, so you should try to match element when you can. There are some specific weapons that we want later, but we'll discuss those in a bit. For now, using 3 or 4 weapons should be fine.
- Wyrmprints - The higher your weapon's rarity, the more wymrprints it can equip. 2 and 3 weapons can equip 2 wyrmprints, 4 weapons can equip 3 wyrmprints, 5 non-elemental weapons can equip 4 wyrmprints, and 5 elemental and 6 weapons can equip up to 5 wyrmprints. The gist is the following, though we also highly recommend you check out the Wyrmprints Guide for more info.
- DPS usually wants in priority from best to worst:
- Skill Damage Up, to increase the power of their skills.
- an affliction punisher for the corresponding affliction(poison punisher, burn punisher, etc).
- Strength Up, to improve their overall damage output.
- Critical Rate Up, to increase the chance that they will land a critical hit.
- Critical Damage Modifier Up, to increase the damage that they do if they land a critical hit.
- Debuffers may also want Debuff Time Up, so debuffs will last longer.
- Healers tend to want:
- Buffers are similar to healers in terms of what they want:
- DPS usually wants in priority from best to worst:
- Shared Skills - This feature allows your lead adventurer to borrow skills from other adventurers in your collection. Adventurers you've recruited from the story will have their skills available for free, while everyone else will require you to use Tomes and get the original unit to level 80 with 50 mana circle nodes unlocked. See the Shared Skills article for more information, and the Skill Share Guide for some recommendations.
- Tomes are only available in small amounts from events or by spending money, and 50 mana circle nodes is a hefty investment - for these reasons, you should NOT try to unlock additional shared skills until you've reached the endgame.
- Ranzal and Elisanne's skills (or possibly even Cleo's skill) are actually pretty good, so you should use those for the time being.
Notable Budget Adventurers
Lots of low-rarity or free adventurers in this game are good when built, such as the following:
|The Prince||The Prince (or Euden) becomes a great dragon-focused DPS after his Mana Spiral is invested. Ideally, he would want to be paired with a strong flame dragon, such as Gala Mars. He can be a bit lackluster pre-spiral, though.|
|Verica||Verica has two healing skills, allowing her to have a large amount of healing output among 4 units.|
|Karina||Karina's power scales off of buffs, leading to high DPS if she's paired with Defense Up buffers and "doublebuff" wyrmprints. If her Mana Spiral is invested as well, she becomes a monstrously-strong force.|
|Pipple||Pipple is a DPS that doesn't rely on skill damage, since his standard attacks are stronger than usual. He also provides frequent Defense Up buffs to the team, acting as a DPS/support hybrid.|
|Elisanne||Elisanne is a Strength Up buffer that can work on any element, and the uptime on her buffs is so good that she will frequently stack it multiple times.|
|Nurse Aeleen||Nurse Aeleen provides the best healing among 4 water healers, outdoing Thaniel by a lot.|
|Ricardt||Ricardt can surpass Nurse Aeleen's healing output, if his Mana Spiral is invested.|
|Ranzal||Ranzal's primary purpose is in auto teams, where he provides decent DPS and a lot of survival utility. Note this is only after investing his Mana Spiral, though.|
|Templar Hope||Templar Hope is an amazing Defense Up buffer, and is essential for the majority of wind-based content.|
|Lowen||Lowen provides great healing, as well as Defense Up and HP Up buffs, cementing him as one of wind's best healers.|
|Sharena||Sharena provides a consistent source of Paralysis, and decent DPS.|
|Mordecai||Mordecai provides good DPS, and is quite tanky for his role.|
|Sha Wujing||Sha Wujing provides a valuable Defense Down debuff zone, which can increase team-wide DPS output.|
|Amane||Amane has high DPS at all levels of investment, and gains access to Paralysis when highly invested.|
|Vixel||Vixel provides respectable healing on a budget, but is quickly replaced by a built Estelle.|
|Estelle||Estelle boasts the second-highest healing among light, only beaten by Hildegarde. However, this is only if Estelle's Mana Spiral is invested.|
|Audric||Audric is a great dragon-focused DPS that pairs well with strong shadow dragons, such as High Chthonius.|
|Patia||Patia is an amazing Defense Up buffer, and is essential for the majority of shadow-based content. Unlike Templar Hope though, her Mana Spiral needs to be invested to reach her full potential.|
|Cleo||Respectable healer that also provides Defense Up. However, she tends to fall behind other healers until her Mana Spiral is invested, at which point she becomes more comparable to 5 options.|
Co-op Backline Building
You're likely diving into co-op as you progress into midgame and beyond, so here is some information regarding that.
When you go into co-op, only your lead adventurer goes in, but the three in the "back" aren't just doing nothing - their co-abilities still apply to the lead adventurer. This means that you can set up 3 adventurers with good co-abilities to boost up your leader in co-op. Doing this is called setting up your "backline".
Check out the Co-abilities Guide for a basic rundown and some generic backline setups you can use. However, Co-abilities are expensive, so do NOT upgrade any co-abilities yet. Your Eldwater is better put toward wyrmprints in early game.
Might, Progression, and Misunderstanding
Now would be a good time to discuss Might, which is often a source of confusion for newer players. Might is a score that's calculated by adding up the stats and hidden ability values of your adventurers and all their equipped gear. Despite what it may seem, higher Might does NOT necessarily mean that something is "better". For instance, the wyrmprint The Shining Overlord has high might and is good on sword units, but is basically useless on anyone else, making its high might misleading.
With that said, we unfortunately can't ignore might entirely, unreliable as it is. You may have noticed that some quests have a "required might" value that you need to reach to unlock them. This value only looks at your "max might", which is the highest might you have ever achieved on a single team. This does NOT mean that you need to use a team of that might to enter. Instead, you can make a separate "might-stacking team" that just equips high-might gear and never enters battle. As long as this team meets the requirements for the might-gates, the quests will be unlocked for you permanently. You can then bring in your actual teams that will do the fighting.
To increase your might, you can do a number of things. Since there are a lot of different things that increase your might, it can be easy to lose track of what you're supposed to farm in order to increase your score.
- Mana Circle. The Mana Circle is the best way to increase your might, as each node will increase your adventurer's might by a value ranging from 10 to ~100. You can view each adventurer's mana circle requirements by tapping the node you want to unlock.
- Crafting and Enhancing Weapons. Making new and better weapons for your Adventurers to wield is another big contributor to improving your might. Keep in mind that upgrading your Smithy unlocks better weapons to craft and enhance.
- Leveling Adventurers. You can level your adventurers by using them in quests or spending Gold Crystals on them. The Crystal method is much faster, and you can get a good supply of them from running Avenue to Power. Leveling an adventurer to 60/70/80 will take you 146/240/341 crystals, and each run of Master Avenue to Power gives you around 20 crystals.
- Leveling Facilities. While the boosts seem small at first, the stat bonuses from your facilities will really add up over time. Additionally, these are permanent upgrades that apply across several adventurers at the same time, making it an essential investment to make your collection stronger as a whole.
- Leveling Wyrmprints and Dragons. Although important, they give comparatively less might per level than leveling adventurers. Dragons can be leveled with dragonfruit from Avenue to Power, while wyrmprints require holy/blessed/consecrated water, which are usually obtained in a significant amount from events. It's also possible to farm consecrated water from The Agito Uprising (an endgame quest), but you might not have access to that yet.
As such, running quests that obtain the materials necessary for upgrading Mana Circles, Crafting/Enhancing, and upgrading facilities should be prioritized. Aim to get your characters at least a 4 weapon.
General advice for spending resources at this point are:
When to Summon 
The best times to summon are :
- Gala Dragalia banners - These have strong Gala-exclusive units, as well as a 6% starting rate for 5 instead of the usual 4%. Even if you don't actually get the Gala units, you will likely get a lot of other 5 units in the process. And even if you don't get 5 units that you want, you get much more Eldwater income than usual, too. It's a win-win all around.
- Limited banners - These banners have units that don't get added to the permanent summoning pool after their banner ends. The quality of the limited units can vary, but waiting to summon until a limited banner means that permanent units you missed may pop up while chasing the limited units.
- Collaboration banners - Collabs with properties other than Dragalia Lost, usually owned by another company. These usually act like limited banners, except it may be a very long time before these return, assuming they ever return at all.
- Be sure to double check whether the Collab units are actually limited before you pull. For example, units from the November 2020 Princess Connect collab were NOT limited.
To check whether a banner is limited, look carefully at the phrasing of the text in the announcement news post. Here are some examples:
- Permanent - "The adventurer(s) and dragon(s) added in this showcase will also appear in the next summon showcase."
- Note this does NOT literally mean that the very next showcase will have the same units on rate up. It just means they're permanent.
- Limited - "This summon showcase features limited-time adventurers and a new dragon!"
Sometimes a banner may have a mix of limited and permanent units. If this happens, the units will be specified with similar phrasing to above.
- Start with Rainbow Teams - Start with one adventurer of each element, since in most forms of co-op, you only need to bring one strong adventurer.
- You can start working on single-element teams (only flame adventurers, only shadow adventurers, etc) after you've gotten one adventurer to 30 or 40 mana circles and max level.
- Avoid Early Star Promotion - Please DO NOT promote adventurers from 4 to 5 or unlock the fifth mana circle floor (nodes 41+). Both of those actions require limited resources that cannot be easily acquired, such as Eldwater and Champion's Testaments, and all content before endgame can be cleared with just 40 mana circle nodes (40MC) anyway. Early promotion is a common mistake made by newer players, and is basically a waste this early on!
- Keep Several 4 Strength Dragons - You should keep multiple 4 dragons with the strength ability, as those are fairly easy to max unbind (MUB). These will serve as filler as you collect and upgrade 5 through progressing the game and performing summons.
- Keep Few 4 HP Dragons - 4 dragons that have an HP ability will be less useful to you, as only healers would want these, outside of some very specific solo compositions. Therefore, you don't need to keep more than 1 MUB copy of any HP dragon.
- 4 Vs 5 Dragons - Despite what it may seem, not all 0UB 5 dragons are immediately superior to their MUB 4 counterparts. Usually, you can judge a dragon by their abilities. To access this, go to Teams -> Collection -> Dragons -> tap a dragon -> swipe left or right to flip pages. You're looking for something like "(Flame) Strength +40%". Tap this for details on the ability. These effects are also known as the dragon's "aura":
- Strength - If looking at a dragon that has a raw strength aura, keep in mind that 4 have a max aura of 45% strength. You'll want your 5 dragon to have more than that.
- Skill Damage - These dragons are useful on most DPS adventurers, however make sure that your adventurer actually has damaging skills. For example, Durant and Pipple don't have any damaging skills, so they would rather have a strength dragon.
- Attack Rate or Skill Haste - These dragons are in a category of their own, and see the most use on buffers rather than DPS. This is a niche that 4 dragons don't have.
- Skill Recharge - If you're here, then that means you're looking at Gaibhne & Creidhne. This dragon is special in that she works on both buffers and DPS. Her ability is scary powerful even at 0UB, and is above and beyond anything a 4 could provide.
- Extra Tip: look carefully at conditionals - Several dragons may have a mix of the above effects, but have specific conditions you have to meet to get the full effect. For example, Andromeda requires you to get to low HP and never get healed, in order to get her full strength value. Look carefully at your adventurer's kit to see if the condition synergizes with their play style. In Andromeda's case, she only sees use on adventurers who gain power at low HP, such as Bellina. She would not work well with someone like Durant, who prefers to stay at 100% HP at all times.
- Unbinding - As Sunlight Stones are extremely rare, and it is possible to obtain Draconic Essences to unbind certain 5 dragons, you should only use Sunlight Stones to unbind dragons that cannot be unbound with Draconic Essences, and only if the dragon is extremely powerful. A good Sunlight Stone target would be extremely powerful Gala or limited-availability dragons.
- Even when you do use these stones, don't unbind a 5 dragon unless you can at least 2UB it - the ability (which is the most important part of a dragon) will only start to become superior to a MUB 4 dragon at 2UB for the majority of 5 dragons. Going for a 1UB upgrade will usually just be a sidegrade compared to your 4 .
- Farming essences can get pricey quickly, so it's best to only farm 1 or 2 dragons' essences at a time, and only if you have a pressing need for those specific dragons (maybe for a specific endgame fight, etc). Also, prioritize farming DPS dragons over support dragons.
- Please note that essences can only give you unbinds, not initial copies of dragons - if for example you don't have a Cupid, then essences will not give you a Cupid. You'd still need to pull one Cupid from the gacha first.
- For a priority list of which dragons to build, see the Dragon Investment Guide.
- EXP - The game gives you an option to use dragons as EXP fodder for other dragons. However, please DO NOT do this, as the exchange rate is terrible - a single dragon only gives you about as much exp as a single dragonfruit. And you can get 20-ish dragonfruits from just a single run of Avenue to Power.
- Selling Unwanted Dragons - If you're running out of dragon space, you can sell any that you don't want. To do that, go to "Teams" -> "Collection" -> "Dragons" -> "Part Ways". Here you can exhange dragons for Eldwater. It is recommended that you keep at least 1 of every dragon species for building bonds in the Dragon's Roost - maxing a species' bond at lv30 gives you a Sunlight Ore, and 10 of these make a Sunlight Stone, a precious resource.
- Farmable High Dragons - Once you're able to comfortably farm standard High Dragon Trials, you can make 5ub equippable high dragons with the item drops. These are fairly strong for free dragons, and are worth building for any elements where you feel you are lacking.
- Eldwater early on is best spent on buying appropriate wyrmprints from the Wyrmprint Shop.
- Please refer to the Wyrmprints Guide for advice on which wyrmprints to purchase. That guide includes some super-budget print builds to help you get started.
Weapons in this game progress fairly linearly, as follows:
- 3 Core weapons - need to fully upgrade (all unbinds + all copies + max level) to advance
- 4 Core weapons - need to fully upgrade to advance
- 5 Core non-elemental weapons - need to fully upgrade to advance
After fully upgrading a 5 Core non-elemental weapon, your weapon options will finally branch out. There are Core elemental, Void, and Chimeratech. Ignore Core elemental and Void weapons - just look at Chimeratech.
Chimeratech weapons are the strongest things you can get before dipping into the endgame. The best part is that they are relatively cheap to craft - you can craft one just after playing a couple of battles.
As a prerequisite, you need to fully upgrade a 5 Core non-elemental weapon of the same weapon type of the chimeratech you want:
- For example, to craft a Chimeratech Officer, you must fully max out a Hero's Sword.
- Don't mistakenly max out a Levatein, since Core elemental 5 are very expensive.
The materials needed to craft Chimeratech weapons can be found in the various elemental versions of the Void Chimera Strike fight. The chimera you want to battle will match the element of the weapon you want to craft. For example, fight the Volcanic Chimera in order to craft Chimeratech Officer.
Play on the highest difficulty you can play at. If you don't have enough might to challenge the expert variant, don't worry. We will only be using the materials you can get from playing standard. If you are able to play the expert difficulty, great! The expert battle has better drop rates than the standard battle. Your goal for the Chimeratech weapons is to unbind them a total of 4 or 5 times and unlock the additional Wyrmprint slot. Going any further than this will cost lots of materials for little strength gain.
Repeat this process to gear out your teams with as many Chimeratech weapons as possible.
Also, note that chimeras will sometimes be on 2x drops - they are on a weekly rotating schedule, with 2x happening 1 or 2 times a week. Aim for these days, as they tend to have the best-populated co-op rooms, and you can farm more efficiently. The schedule is frequently changing, but you can find it in-game or on this wiki's main page.
Daily, Weekly, and Monthly tasks
Many events have one or two bonus chests for your first runs per day. Make sure to do all of them on the highest difficulty available, even if you are focusing your farming on a specific quest.
Some limited-time events will have a special Daily Bonus called the Grand Bounty, rewarded for clearing that event's Nightmare mode each day. The rewards from this include a randomized batch of rare upgrade materials, such as Sunlight Ore and Eldwater. Definitely try to beat it once a day if you are strong enough to challenge the fight.
Daily Dragon's Roost Gifts
You may have noticed this small floating island near the top of your Castle Grounds. This is where you can spend Rupies to buy gifts for your dragons, which will increase their bond level. The selection of gifts will rotate every day.
Bond level is tied to a dragon's species rather than to a specific copy - meaning that if you reached level 30 bond with a Fubuki, for example, then that level carries over to all copies of Fubuki that you possess.
Giving gifts to increase a dragon's bond level will have several benefits:
- Giving gifts (even if the level doesn't actually go up) will have a chance to reward you with Talonstones, a rare material needed to upgrade your Halidom. This is the main way to get these before the endgame. You will also get guaranteed Talonstones at Bond levels 10 and 25.
- Each bond level will grant a +10 bonus to the dragon's might, for a total of +290 might at the max bond level of 30.
- Bond level 5 gives you part 1 of the dragon's story, which will grant Wyrmite x25 when read.
- Bond level 15 gives you part 2 of the dragon's story, which will grant Wyrmite x25 and an Epithet when read.
- Bond level 30 (the max) gives you Sunlight Ore x1. Collect 10 of these and then exchange them in the Treasure Trade to get a Sunlight Stone, a precous resource which can unbind any 5 dragon of your choice 1 time - a lot better than needing to pull a specific dupe.
It's recommended that you buy all the available gifts for your dragons every day, and make sure to give dragons their "favorite" gifts (indicated by a music note) whenever possible to get more bond exp. In total, this would run you Rupies x25,500 each day (or 28,500 on weekends), which is relatively cheap and very much worth it.
Endgame quests have chests similar to the daily ones, but they operate on a weekly schedule instead. Don't sweat it if you can't do these yet - but once you can, make sure to do your weeklies for those extra materials.
Weekly Fafnir Medals 
You've likely picked up a few Fafnir Medals on your adventures. These items can be exchanged for rare materials in the Shop's Treasure Trade, and they can drop from almost any quest in the game. You're limited to gaining 50 medals from quests per week, though there's no limit to the amount you can hold, and any that you get as gifts don't count towards the 50 limit. Make sure you pick up your 50 medals each week!
In terms of what to redeem your medals for, your first priority should be the Mini Dragons:
They're not particularly strong, but they're very cheap to max unbind at only 1 medal per copy, and might be a great help early on. Notably, their auras are not element-locked and grant +30% hp and +30% strength.
After that, you should target the Champion's Testaments. These can't be farmed normally, are in short supply, and are very important for upgrading your adventurers' mana circles. After you're done buying those, you have free reign over the rest of the shop - most of the stuff in there can be farmed, or is otherwise not very hard to get anyway.
It has not been announced when the developers will reset the shop, but if you don't need any other item, it might be a good idea to start saving up your medals in case the shop is updated.
Monthly Treasure Trades
Every month, certain quests will have Treasure Trade shops where you can redeem useful items. The amount you can trade is limited, but it gets reset on the 1st of every month. Make sure to pick these up when you can.
If you go into the top section in the treasure trade, there is an option to exchange Mana x10,000 for Honey x1. Mana can get very overabundant later in the game, so this is a great deal to get some extra stamina to work with. You can redeem the offer up to 50 times per month (total mana cost of 500,000 to finish).
Void Battles is a series of boss fights that let you obtain materials to craft void weapons, which can unlock special abilities. You can then use those abilities, even on other weapons, to fight other Void bosses and counter the bosses' effects. This is also how you obtain the High Dragon Bane abilities to improve your damage output in Advanced Dragon Trials.
When it comes to using these void weapons directly, they are just very slightly stronger than a core weapon, and only when fully upgraded - an 8-unbind (max) 5 void weapon has slightly better stats than a 4-unbind (max) core weapon, while a 4UB void weapon has noticeably lower stats than core weapons at any unbind amount.
That being said, Void Weapons are not really worth your time in early game. Instead, the draw is Chimeratech weapons, which are crafted with materials from the Chimera void battles. These have extremely-high stats for 5 weapons. (We'll discuss them later.)
Clearing Void Battles will earn you Void Leafs and Void Seeds, which you can trade for various rewards in the Treasure Trade. This Treasure Trade shop will reset every month. Quests on Expert difficulty have better drop rates for leaves and seeds.
- Void Leafs can be traded for rare materials such as Champion's Testaments and Moonlight Stones. The total amount of leaves needed to clean out the shop each month is 1,095, but you don't need to buy everything. In particular, skip the Dragonfruit and Whetstones (you can farm these from Avenue to Power), the Consecrated Water (you can farm this from Event Compendium -> Fire Emblem Kindred Ties -> Chrom Hard), and the Mana (unless you are strapped for it). This brings the total down to Void Leaf x745.
- Void Seeds can be traded for:
- Slime Statues, which are similar to elemental Altars in that they boost your stats and can be upgraded.
- Fafnir dragons: Bronze Fafnir, Silver Fafnir, and Gold Fafnir. Gold Fafnirs are the most useful, since they can increase the Rupies you gain from quests. You should still pick up 1 each of the Bronze/Silver for your Dragon's Roost, though.
- 1 Void Seed can trade for 80 Void Leaves, and then those leaves can be sold for rupies. The exchange rate is great as well - 1 Void Seed trades into 480,000 Rupies after you sell the 80 leaves (assuming the infinite-trade option), making this a fantastic value if you need some quick cash.
Astral Raids are rematch fights with Raid bosses from older Raid Events. These ONLY happen during weekends when a regular Raid Event isn't running. You can enter by using Astral Pieces, which are obtained when playing quests when an astral raid is not active. Don't be worried when you're over-capping on pieces between Astral Raids - that is completely normal and you are not really wasting resources.
The main attraction for these fights is Augments, which can be applied to an Adventurer or Wyrmprint to increase their stats (you gain the ability to use these after Main Campaign Chapter 9). 1 Augment equals +1 to HP or Strength, and you can have +100 in each stat on an Adventurer, or +50 in each stat on a Wyrmprint, for a potential total of +700 stats on a single adventurer (200 on Adventurer, 100 on wyrmprint A, 100 on wyrmprint B, 100 on wyrmprint C, 100 on wyrmprint D, and 100 on wyrmprint E). With endgame equipment, this total can climb even higher.
In addition to dropping augments directly, Astrals drop Astral Shards, which can be traded in the shop for Knight's Testament x3 and Champion's Testament x1 each month. There's also an additional 30 of each augment per month, as well as some insignia and tablets on offer, though those aren't really worth it.
The Mercurial Gauntlet
The Mercurial Gauntlet is a sandbag-type mode for you to test your damage against a stationary target. The more times you beat this boss, the higher the level will go. The higher your level, the more rewards you qualify for in the Victor's Trove. Also, it costs 0 stamina, so feel free to pop in whenever you want to test your skills!
The Victor's Trove is a large amount of Mana, Rupies, Eldwater, and Twinkling Sand that you can redeem on the 15th of every month. While the ability to redeem this technically "resets" every month, you don't need to replay lower Mercurial Gauntlet levels each month - your progress is preserved. So you could theoretically make some progress, then not touch MG for a while, and still rake in the rewards.
Several of the earlier floors are fairly easy to manage. You'll want to make some progress in it asap, even if it's only a little bit, so you can qualify for the monthly rewards.
Here are some tips:
- Iframe the claps! - The boss does a "clap" every 15 seconds, and if you use a skill at that moment, you and your entire team will be protected from damage for 1 second. This is called "invincibility framing", or "iframing".
- You can also use helper skills to iframe. These recharge about every 13 seconds after use, so the timing works out well. Bringing a buffer helper such as Elisanne is highly recommended.
- Dodge rolls and the transformation animation from shapeshifting or dragondrive activation do not work in Mercurial Gauntlet, as they don't grant AI adventurers iframes!
- No healers needed! (below level 50) - Don't bring a healer; you don't actually ever need one for the first 50 levels of each element's Mercurial Gauntlet! With proper iframing, you will never take any damage. This opens up their slot for another DPS, which will be much more helpful in progressing through this mode.
- Even after level 50, it may be possible to still continue foregoing a healer if you have access to a healer helper, shared skill, and/or a dragon with a strong healing skill.
- Bog on break! - If you have High Mercury (or the forced dragon equivalent on Humanoid Mercury), Peng Lai, or Leviathan, transform into that dragon when the boss breaks so you can inflict Bog. Bog increases damage dealt by 50%, and bogging Fafnir Roy III on break lets you get in a lot more damage.
- Off-element is viable! - Don't be afraid to use off-element characters! Elisanne for instance can improve your DPS a lot with her buffs, even if your team isn't Water.
- You can even give her the aforementioned water dragons with Bog, if you don't want to put them on non-water adventurers
- Similarly, off-element adventurers which can inflict certain afflictions should also be considered due to the following point.
- Use affliction punishers! - If you deal a status such as Burn, Frostbite, Poison, Shadowblight, Scorchrend, Stormlash, or Flashburn into a boss, and you have punisher effects on your skills, adventurer abilities, dragon abilities, and/or wyrmprints, you can get in a lot more damage. For example, Alex can deal poison, and if you gear your team with the wyrmprint The Plaguebringer, then everyone's DPS will benefit from it.
- Make sure to reapply the affliction as soon as overdrive starts, as overdrive will remove all existing afflictions.
- Note that the Paralysis affliction is not as suitable for enabling punisher effects, as Fafnir Roy III has very high paralysis resistance.
- Below is a list of budget 3 and 4 adventurers that can afflict without a lot of investment, as well as the related wyrmprints and dragons.
|Affliction||Budget Afflictors||Punisher Wyrmprints||Punisher Dragons|
|Burn||Joe, Valentine's Orion, Valentine's Ezelith||Elegant Escort, Me and My Bestie!||Apollo|
|Frostbite||Jurota, Rex, Waike, Orsem, Gauld||His Clever Brother||-|
|Poison||Musashi, Francesca, Johanna, Joachim, Eleonora, Philia, Alex, Audric||A Man Unchanging, The Plaguebringer||Pazuzu, Epimetheus|
|Shadowblight||-||Welcome to the Opera!||-|
|Scorchrend||-||In the Limelight||-|
- Use the boss's thickness against him! - Zena absolutely demolishes this mode. Her second skill makes a ring of bullets that deals tons of damage to large-bodied targets - which ends up working quite well against the rather-thick boss.
The current endgame of Dragalia Lost consists of boss fights - namely:
- Advanced Dragon Trials (also called the High Dragon Trials, or HDTs)
- The Agito Uprising
- Rise of the Sinister Dominion
- Forgotten Truths: Morsayati Reckoning
We will go over some general guidelines on how to prepare for the endgame. For fight-specific information, see the Progression Guide.
This is where you want your gear to be as decked out as possible. And since this is co-op, that means you're mostly building single adventurers instead of full teams.
You'll know you're here when you've hit the following milestones for the character you're bringing to co-op:
- level 35+ Altars of your adventurer's element
- level 31+ Dojos of your adventurer's weapon type
- max-level Slime Statues and Event Compendium facilities
- matching-element 4ub or 5ub Chimeratech weapons at minimum (you should already have these if you've been following this guide so far)
- max-unbound wyrmprints that play to your adventurer's strengths
- max-unbound 5 matching-element dragon that plays to your adventurer's strengths
- Some Gala Dragalia dragons are so exceptionally strong that they will still work well when not fully unbound. Take a look at your dragon's abilities to determine if it is the case.
- max augments on adventurer and standard wyrmprints (the total should be +700 or higher)
- 45 mana circle nodes unlocked, excluding the Co-ability nodes (which cost Eldwater) and the Damascus Crystal node (which costs a Champion's Testament).
- The Damascus node doesn't really help your stats at all, and should generally be avoided if you can.
- Co-ability nodes can be useful, but they are VERY expensive, and should only be unlocked if you are certain you need the boost.
- If your adventurer is one that depends on their Mana Spiral, they may need to go up to 70 nodes instead.
- (optional, strongly recommended for the hardest endgame quests) co-ability upgrades on backline adventurers
- (optional, recommended for the hardest endgame quests) additional shared skills from non-story adventurers that may be purchased
- (optional) augments on the dragon that plays to your adventurer's strengths
The Mana Spiral is an extension of the Mana Circle that is only available to certain adventurers (usually older ones). The Mana Spiral contains 20 nodes that must be unlocked in a set order, and brings the total amount of nodes available from 50 to 70. It also raises the maximum level cap from 80 to 100. While spiral quality can vary, generally speaking it will bring the adventurer up to par with, or even make them better than, adventurers around the spiral's release date.
- Some of the adventurers you got through the story can access the Mana Spiral: The Prince, Elisanne, Ranzal, Luca, and Cleo.
- For utility purposes, even if you don't actually play Ranzal it's recommended to get him up to 56 mana nodes. This upgrades his Tornado BashLv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% wind damage every 2.9 seconds - with 120% chance. [2805 SP] shared skill to deal more damage and gain the useful Poison and Dispel properties.
- The Prince's Blazing CircletLv. 4: Deals 2 hits of 826% flame damage to surrounding enemies, raises the dragon gauge by 30 DP if the attack connects and inflicts burn for 12 seconds - dealing 88.3% flame damage every 3.9 seconds - with 110% base chance. [2376 SP] shared skill can also be upgraded to inflict Burn and provide additional dragon gauge, if desired. This may be more useful for certain adventurers that prefer speedier dragon gauges, or to improve burn uptime.
- Elisanne and Luca's mana spiral upgrades will grant them full dual resistances, and may make them easier to use in their advantageous Agito fights.
- Keep in mind that Elisanne's Brave BastionLv. 4: Deals 5 hits of 150% water damage to enemies directly ahead, and increases the entire team's strength by 25% for 15 seconds. [3817 SP] will be converted into an attack skill at 56 nodes. If you intend to use her skill as a shared skill, this may not be desirable due to a slightly longer animation.
- Patia can provide defense and strength buffs, and is a staple of many shadow teams
- Karina scales in power based on the amount of buffs she has, which can let her reach impressive DPS with enough buff-stacking.
Certain mana spirals require materials that are time-gated by Trials of the Mighty, a series of mid-game quests. See the Trials of the Mighty article for more details.
However, please note that investing in the Mana Spiral is very expensive. Please do NOT attempt to do this until you are near the endgame. Investing in spirals too early can leave you starved for resources, and potentially set back upgrades for many of your other adventurers.
Solo versus Co-op
For standard endgame quests, they are available in both solo and co-op variants.
- Solo variants of quests consume stamina, and tend to be more mechanically forgiving for AI adventurers, or in situations where adventurers are unavailable or have fallen for good, as the attacks are simplified, skipped, or adjusted for easier solo play, and bosses' stats may be lowered. However, total investment required is higher, as you will need to bring four strong adventurers.
- Co-op variants of quest consume getherwings, and are designed to provide a suitable challenge for a full team of human players. The investment required to play the co-op variant is lower due to only needing one strong adventurer, but player skill requirements are raised to compensate.