Skill Share Guide
| Collaborative Guide
Collaborative guides are edited by the general community based on a general focus and are works of opinion. Please use the Discussion page or the Discord if major changes are required. |
Shared Skills are skills that can be copied from a source adventurer, and equipped onto the lead adventurer in a team.
Overview[edit]
Preparation[edit]
For a primer on how shared skills work, see the Shared Skills article. This guide will assume that you have read it.
Elemental Tomes are needed to unlock shared skills. These are mostly restricted to limited-time events, but can also be purchased in the Shop with
Diamantium at any time. For an archive of elemental Tome distributions, see the Tome Distribution article.
Thought Process[edit]
When selecting shared skills, it is important to consider the restrictions that are in place, and how that influences our decisions:
- Damage/Healing vs Utility - The large damage/healing reductions on shared skills mean that utility is usually preferred.
- For damage/healing skills to still be desirable for damage/healing despite this, they would need to have very high modifiers.
- SP Cost - The higher SP cost of shared skills means they will usually take a while to charge up, so skills that are originally useful for being spammable won't be able to do so as effectively.
- This can be circumvented with a source of frequent skill prep or SP regen, such as
Gala Mars or
Gaibhne & Creidhne.
- This can be circumvented with a source of frequent skill prep or SP regen, such as
- Equip Cost - Shared skills with higher equip costs are both expensive to initially unlock, and have less flexibility in terms of which other shared skills they can be paired with. If a skill has high equip cost, its effects need to be powerful to make up for it.
- Animation Length - Skills with short animations are usually preferred, as these allow for quickly returning to normal play after use. Long animations can cause the user to be stuck in place while an unavoidable attack is coming their way (which could cancel the skill), or while the enemy moves out of range.
AI quirks[edit]
- Melee vs Ranged - If a melee skill is put on a ranged AI unit, they will NOT use the skill unless they are close enough for the hit to connect. Generally ranged units will keep their distance, meaning it is very likely they might not use melee skills at all.
- Basically, this means that ranged skills are much easier for AI to use than melee skills.
- Heal Withholding vs Instant Use - AI usually withholds Heal skills until someone is at low HP, but sometimes the heal is instead cast immediately once ready. Heal skills with buffs attached (such as defense up) are usually the ones that get cast immediately, but that isn't always the case.
- Each heal skill seems to have a different internal priority for holding vs immediate use.
- SP Gain -
Staffs and 
Rapid-Fire Manacasters have very high SP gain, so they are great candidates for using shared skills.
- Since both of these weapon types are ranged, this further fuels the ranged > melee skill preference discussed earlier.
Selecting SS Pairs[edit]
Equipped shared skills must not exceed the adventurer's equip cost limit, which is almost always 10, though for
Gala Emile, the limit is 14 instead.
- Reminder: you can put your weapon skill in the first SS slot, and/or have a helper skill replace the second SS slot. Either way, these have 0 equip cost but take up one of your slots.
When equipping shared skills, it is generally easiest to pick the one you want that has a higher equip cost first. Then, fill the remaining slot with whichever appropriate SS fits in the remaining space.
Sample pairs:
- Defense buffer - Patia (5) + Templar Hope (4) / Halloween Lowen (5)
- Generic DPS - Agito weapon skill (0) + Sha Wujing (6) / Seimei (6)
- Generic DPS in
Curse of Nihility - Sha Wujing (6) / Seimei (6) + Gala Mym (4) / The Prince (3)
Rankings Table[edit]
- This table has two versions (select the tab): one that assumes no Trials of the Mighty (TotM) mana spirals, and one that assumes all TotM spirals.
- Several SS will list alternatives/replacements in the Details section below. The SS listed in the chart is usually the "best" one for the role it fills.
Rank Type
|
S | A | B | Niche |
|---|---|---|---|---|
Debuff |
Lv. 2 Creates a debuff zone that lasts for 10 seconds and reduces the defense of enemies inside it by 15%.
Lv. 2 Deals 1 hit of 2500% flame damage to enemies directly ahead, reduces enemies' defense by 10% for 20 seconds, inflicts scorchrend - dealing 31.1% flame damage every 2.9 seconds for 21 seconds - with 110% chance, and dispels one buff from each target. This defense reduction will not stack.
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Lv. 2 Deals 1 hit of 1425% wind damage to enemies directly ahead, dispels one buff from each target, and lowers their poison resistance by 20% for 30 seconds. This resistance reduction will not stack.
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Lv. 3 Deals 1 hit of 1335% wind damage to enemies directly ahead, and reduces their strength by 20% for 15 seconds.
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Nuke - General |
Lv. 4 Deals 1 hit of 1664% water damage to enemies in a line and inflicts frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. The more buffs the user has, the higher the skill boost received and the higher the damage (+5% Skill Damage per buff).
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Lv. 4 Deals 3 hits of 810% flame damage to enemies directly ahead, dispels one buff from each target, increases the user's strength by 20% for 10 seconds, and raises the dragon gauge by 50 DP if the attack connects.
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Lv. 4 Deals 1 hit of 1355.2%, 1 hit of 404.8% and 1 hit of 948.2% water damage to the target and nearby enemies, and inflicts bog for 8 seconds with 120% base chance.
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Lv. 4 Deals 3 hits of 597% and 1 hit of 686% shadow damage to the target and nearby enemies. Poisoned foes take 3 hits of 716.4% and 1 hit of 823.2% shadow damage instead. The lower the user's HP, the more damage this skill deals. This increase caps at 3 hits of 895.5% and 1 hit of 1029% shadow damage. For poisoned foes the cap is instead 3 hits of 1074.6% and 1 hit of 1234.8% shadow damage. If the user's HP is above or equal to 50% of max HP, consumes 10% of max HP to fill this skill's skill gauge by 20%.
Lv. 4 Deals 4 hits of 507% light damage to enemies in a line. Both this skill's critical rate and the critical rate of attack skills in dragon form will be increased by 10% for each buff with a different icon applied to the user, up to a maximum of 70%.
Lv. 3 Deals 1 hit of 180%, 9 hits of 90%, and 1 hit of 1900% flame damage to enemies directly ahead. Changing direction is possible during the attack.
|
Nuke - AoE |
Lv. 2 Deals 1 hit of 1500% shadow damage to surrounding enemies and inflicts shadowblight for 21 seconds - dealing 31% shadow damage every 2.9 seconds - with 110% chance.
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Lv. 3 Deals 5 hits of 394% shadow damage to surrounding enemies. During this attack, the user will be immune to knockback, and damage taken will be reduced by 30%.
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Lv. 4 Deals 3 hits of 810% flame damage to enemies directly ahead, dispels one buff from each target, increases the user's strength by 20% for 10 seconds, and raises the dragon gauge by 50 DP if the attack connects.
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Hit Count |
Lv. 3 Restores HP to all teammates with 80% Recovery Potency, continues gradually healing over the next 15 seconds with 20% Recovery Potency every 2.9 seconds, and grants overdamage based on 40% of the user's strength for 30 seconds. This overdamage will not stack.
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Lv. 2 Deals 30 hits of 82% wind damage to surrounding enemies, and dispels one buff from each target. This attack will pursue targets for the duration of the skill.
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Dispel |
Lv. 3 Deals 1 hit of 246% and 1 hit of 1033% water damage to the target and nearby enemies, and dispels one buff from each of them.
Lv. 3 Deals 12 hits of 99% light damage to the target and nearby enemies, dispels one buff from each of them, and inflicts flashburn for 21 seconds - dealing 41.6% light damage every 2.9 seconds - with 120% chance.
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Lv. 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.
Lv. 3 Deals 1 hit of 1864% shadow damage to enemies in a line, inflicts poison for 15 seconds - dealing 58.2% shadow damage every 2.9 seconds - with 120% chance, dispels one buff from each target, then carries out an additional attack that deals 6 hits of 171% shadow damage to the target and nearby enemies, dispels one buff from each of them, and inflicts shadowblight for 21 seconds - dealing 41% shadow damage every 2.9 seconds - with 120% chance.
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Affliction |
Lv. 3 Deals 1 hit of 2064% wind damage to enemies directly ahead, inflicts stormlash - dealing 41% wind damage every 2.9 seconds for 21 seconds - with 120% chance, and poison - dealing 58.2% wind damage every 2.9 seconds for 30 seconds - with 120% chance.
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Lv. 4 Deals 2 hits of 740.6% water damage to the target and nearby enemies, inflicts freeze for 3-6 seconds with 200% chance, and frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. Frostbitten foes take 2 hits of 962.78% water damage instead.
Lv. 4 Deals 6 hits of 368% water damage to enemies directly ahead, and inflicts bog for 8 seconds with 120% base chance.
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Lv. 4 Deals 1 hit of 1201% shadow damage to enemies in a line, and inflicts poison for 15 seconds - dealing 58.2% shadow damage every 2.9 seconds - with 120% chance.
Lv. 4 Deals 2 hits of 885.6% light damage to the target and nearby enemies, and inflicts paralysis for 13 seconds - dealing 97% light damage every 3.9 seconds - with 120% chance. Paralyzed foes take 2 hits of 974.16% light damage instead. Also deals up to 2 bonus hits of 105% (115.5% on paralyzed foes) light damage based on the number of buffs the user has.
| |
Buff |
Lv. 4 Increases the entire team's strength by 15% and defense by 25% for 15 seconds.
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Lv. 3 Increases the entire team's defense by 25%, and strength by 15% for 15 seconds.
Lv. 3 For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. Also grants the user the following additional buffs based on the number of adventurers who were buffed by this skill, including the user: One or more adventurers: Increases defense by 10% for 10 seconds. Two or more adventurers: Adds 10% to the modifier applied to critical damage for 10 seconds. Three or more adventurers: Fills 100% of the skill gauge for the user's initial skill, displayed at the top of their skill list, for use.
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Lv. 3 Applies one of the following at random to the entire team: Increases strength by 25% for 15 seconds Increases defense by 25% for 15 seconds Increases critical rate by 25% for 10 seconds Increases max HP by 15% for the remainder of the quest Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead.
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Heal |
Lv. 3 Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack.
Lv. 3 Restores HP to all allies with 44% Recovery Potency and applies Regen for 15 seconds, healing with 35% Regen Potency every 2.9 seconds.
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Lv. 4 Restores HP to all allies with 130% Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
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Rank Type
|
S | A | B | Niche |
|---|---|---|---|---|
Debuff |
Lv. 2 Creates a debuff zone that lasts for 10 seconds and reduces the defense of enemies inside it by 15%.
Lv. 2 Deals 1 hit of 2500% flame damage to enemies directly ahead, reduces enemies' defense by 10% for 20 seconds, inflicts scorchrend - dealing 31.1% flame damage every 2.9 seconds for 21 seconds - with 110% chance, and dispels one buff from each target. This defense reduction will not stack.
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Lv. 2 Deals 1 hit of 1425% wind damage to enemies directly ahead, dispels one buff from each target, and lowers their poison resistance by 20% for 30 seconds. This resistance reduction will not stack.
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Lv. 3 Deals 1 hit of 1335% wind damage to enemies directly ahead, and reduces their strength by 20% for 15 seconds.
| |
Nuke - General |
Lv. 4 Deals 1 hit of 1664% water damage to enemies in a line and inflicts frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. The more buffs the user has, the higher the skill boost received and the higher the damage (+5% Skill Damage per buff).
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Lv. 4 Deals 3 hits of 810% flame damage to enemies directly ahead, dispels one buff from each target, increases the user's strength by 20% for 10 seconds, and raises the dragon gauge by 50 DP if the attack connects.
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Lv. 4 Deals 1 hit of 1355.2%, 1 hit of 404.8% and 1 hit of 948.2% water damage to the target and nearby enemies, and inflicts bog for 8 seconds with 120% base chance.
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Lv. 4 Deals 3 hits of 597% and 1 hit of 686% shadow damage to the target and nearby enemies. Poisoned foes take 3 hits of 716.4% and 1 hit of 823.2% shadow damage instead. The lower the user's HP, the more damage this skill deals. This increase caps at 3 hits of 895.5% and 1 hit of 1029% shadow damage. For poisoned foes the cap is instead 3 hits of 1074.6% and 1 hit of 1234.8% shadow damage. If the user's HP is above or equal to 50% of max HP, consumes 10% of max HP to fill this skill's skill gauge by 20%.
Lv. 4 Deals 4 hits of 507% light damage to enemies in a line. Both this skill's critical rate and the critical rate of attack skills in dragon form will be increased by 10% for each buff with a different icon applied to the user, up to a maximum of 70%.
Lv. 3 Deals 46 hits of 60% water damage to the target and nearby enemies and dispels one buff from each of them.
|
Nuke - AoE |
Lv. 2 Deals 1 hit of 1500% shadow damage to surrounding enemies and inflicts shadowblight for 21 seconds - dealing 31% shadow damage every 2.9 seconds - with 110% chance.
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Lv. 3 Deals 5 hits of 394% shadow damage to surrounding enemies. During this attack, the user will be immune to knockback, and damage taken will be reduced by 30%.
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Lv. 4 Deals 3 hits of 810% flame damage to enemies directly ahead, dispels one buff from each target, increases the user's strength by 20% for 10 seconds, and raises the dragon gauge by 50 DP if the attack connects.
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Hit Count |
Lv. 4 Restores HP to all allies with 44% Recovery Potency, removes blindness, and continues healing for 15 seconds with 35% Recovery Potency every 2.9 seconds. Also, increases the entire team's strength by 8% for 60 seconds (does not stack), grants all teammates a one-use shield that nullifies damage up to 30% of their maximum HP, and grants them overdamage for 30 seconds. The overdamage is based on 50% of the user's strength, and does not stack.
Lv. 4 Restores HP to all teammates with 130% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, increases the entire team's strength by 15% for 60 seconds, and grants overdamage to the entire team for 30 seconds based on 50% of the user's strength. Both the strength increase and overdamage will not stack. Also creates a healing zone that heals all allies for 60% Recovery Potency (in solo play, 30% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones.
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Lv. 3 Deals 46 hits of 60% water damage to the target and nearby enemies and dispels one buff from each of them.
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Dispel |
Lv. 3 Deals 46 hits of 60% water damage to the target and nearby enemies and dispels one buff from each of them.
Lv. 3 Deals 1 hit of 246% and 1 hit of 1033% water damage to the target and nearby enemies, and dispels one buff from each of them.
Lv. 3 Deals 12 hits of 99% light damage to the target and nearby enemies, dispels one buff from each of them, and inflicts flashburn for 21 seconds - dealing 41.6% light damage every 2.9 seconds - with 120% chance.
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Lv. 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.
Lv. 3 Deals 1 hit of 1864% shadow damage to enemies in a line, inflicts poison for 15 seconds - dealing 58.2% shadow damage every 2.9 seconds - with 120% chance, dispels one buff from each target, then carries out an additional attack that deals 6 hits of 171% shadow damage to the target and nearby enemies, dispels one buff from each of them, and inflicts shadowblight for 21 seconds - dealing 41% shadow damage every 2.9 seconds - with 120% chance.
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Affliction |
Lv. 3 Deals 1 hit of 2064% wind damage to enemies directly ahead, inflicts stormlash - dealing 41% wind damage every 2.9 seconds for 21 seconds - with 120% chance, and poison - dealing 58.2% wind damage every 2.9 seconds for 30 seconds - with 120% chance.
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Lv. 4 Deals 2 hits of 740.6% water damage to the target and nearby enemies, inflicts freeze for 3-6 seconds with 200% chance, and frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. Frostbitten foes take 2 hits of 962.78% water damage instead.
Lv. 4 Deals 6 hits of 368% water damage to enemies directly ahead, and inflicts bog for 8 seconds with 120% base chance.
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Lv. 4 Deals 1 hit of 1201% shadow damage to enemies in a line, and inflicts poison for 15 seconds - dealing 58.2% shadow damage every 2.9 seconds - with 120% chance.
Lv. 4 Deals 2 hits of 885.6% light damage to the target and nearby enemies, and inflicts paralysis for 13 seconds - dealing 97% light damage every 3.9 seconds - with 120% chance. Paralyzed foes take 2 hits of 974.16% light damage instead. Also deals up to 2 bonus hits of 105% (115.5% on paralyzed foes) light damage based on the number of buffs the user has.
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Buff |
Lv. 4 Increases the entire team's strength by 15% and defense by 25% for 15 seconds.
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Lv. 3 Increases the entire team's defense by 25%, and strength by 15% for 15 seconds.
Lv. 3 For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. Also grants the user the following additional buffs based on the number of adventurers who were buffed by this skill, including the user: One or more adventurers: Increases defense by 10% for 10 seconds. Two or more adventurers: Adds 10% to the modifier applied to critical damage for 10 seconds. Three or more adventurers: Fills 100% of the skill gauge for the user's initial skill, displayed at the top of their skill list, for use.
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Lv. 3 Applies one of the following at random to the entire team: Increases strength by 25% for 15 seconds Increases defense by 25% for 15 seconds Increases critical rate by 25% for 10 seconds Increases max HP by 15% for the remainder of the quest Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead.
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Heal |
Lv. 4 Restores HP to all allies with 44% Recovery Potency, removes blindness, and continues healing for 15 seconds with 35% Recovery Potency every 2.9 seconds. Also, increases the entire team's strength by 8% for 60 seconds (does not stack), grants all teammates a one-use shield that nullifies damage up to 30% of their maximum HP, and grants them overdamage for 30 seconds. The overdamage is based on 50% of the user's strength, and does not stack.
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Lv. 3 Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack.
Lv. 3 Restores HP to all allies with 44% Recovery Potency and applies Regen for 15 seconds, healing with 35% Regen Potency every 2.9 seconds.
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Lv. 4 Restores HP to all allies with 130% Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
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Details[edit]
| Source Adventurer | Upgrade Requirements |
|---|---|
Lv. 2 Creates a debuff zone that lasts for 10 seconds and reduces the defense of enemies inside it by 15%.
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5 |
| Defense Down Zone - This skill puts down a Due to the nature of the Damage Formula, 1/(1-0.15) = 1.17 damage increase, and two Sha would be 1/0.7 = 1.43x damage. This makes Sha one of the best shareable DPS-increasing skills in the game. Notes:
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Lv. 2 Deals 1 hit of 2500% flame damage to enemies directly ahead, reduces enemies' defense by 10% for 20 seconds, inflicts scorchrend - dealing 31.1% flame damage every 2.9 seconds for 21 seconds - with 110% chance, and dispels one buff from each target. This defense reduction will not stack.
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| Long-duration Defense Down Icon, with extras - Seimei provides a skill that does it all - a big nuke, In co-op, Seimei SS complements
Note that the hard-cap for all defense downs is 50%, however Seimei SS cannot stack with itself to reach that. Alternatives:
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Lv. 2 Deals 1 hit of 1425% wind damage to enemies directly ahead, dispels one buff from each target, and lowers their poison resistance by 20% for 30 seconds. This resistance reduction will not stack.
Lv. 2 Deals 3 hits of 140% wind damage to enemies directly ahead, inflicts poison for 15 seconds - dealing 58.2% wind damage every 2.9 seconds - with 120% base chance, and then lowers their poison resistance by 20% for 30 seconds. This resistance reduction will not stack, but changing direction is possible during the attack.
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| Affliction Res Down - These skills reduce the enemy's affliction resistance, which can enable affliction punishing in quests that have naturally-high resistances, such as Asura's Blinding Light.
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Lv. 3 Deals 1 hit of 1335% wind damage to enemies directly ahead, and reduces their strength by 20% for 15 seconds.
Lv. 2 Deals 4 hits of 448% and 3 hits of 312% shadow damage to enemies directly ahead, and reduces their strength by 15% for 20 seconds.
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| Strength Down (for auto play) - These shared skills provide a strong Phase II adds an additional 10% decrease to enemies' strength, while Phase III also restores HP to all allies with 22% Recovery Potency and continues healing with 17% Recovery Potency every 2.9 seconds over the next 20 seconds. [6000 SP], Brightflash deals 1 hit of 1880% light damage to enemies in a line, and reduces their strength by 25% for 10 seconds. Paralyzed foes take 1 hit of 2820% light damage instead. [3000 SP]), the skill can significantly improve the survivability of AI adventurers in auto play.
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| Source Adventurer | Upgrade Requirements |
|---|---|
Lv. 4 Deals 1 hit of 1664% water damage to enemies in a line and inflicts frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. The more buffs the user has, the higher the skill boost received and the higher the damage (+5% Skill Damage per buff).
Lv. 4 Deals 2 hits of 818% water damage to enemies directly ahead, and inflicts frostbite for 21 seconds - dealing 41% water damage every 2.9 seconds - with 120% chance. The more buffs the user has, the higher the skill boost received and the higher the damage (+5% Skill Damage per buff).
|
5 |
Buff-scaling nukes + Frostbite - These shared skills provide strong nukes that scale with the total amount of buffs you have - leading to explosive damage if you stack up a lot of buffs. They also inflict
These skills are still worth their salt as buff-scaling nukes at 50MC, though they will need to be 56MC if you want the Frostbite part. | |
Lv. 4 Deals 3 hits of 810% flame damage to enemies directly ahead, dispels one buff from each target, increases the user's strength by 20% for 10 seconds, and raises the dragon gauge by 50 DP if the attack connects.
Lv. 3 Deals 4 hits of 600% water damage to enemies directly ahead, inflicts frostbite for 21 seconds - dealing 41% water damage every 2.9 seconds - with 100% chance, and raises the dragon gauge by 50 DP if the attack connects.
Lv. 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.
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5 |
Dragon Gauge generators - These shared skills, in addition to large damage, also provide Dragon Points, which can help adventurers obtain shapeshifts faster. This can especially benefit adventurers that want to shapeshift frequently, as well as dragondrive adventurers.
If you just want low SP cost:
If you want low equip cost:
By Dragon Point gain (not accounting for SP or animation):
By pure damage (not including afflictions):
By damage/animation speed (not including afflictions):
If you want afflictions: If you want AoE:
Additional Notes:
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Lv. 4 Deals 1 hit of 1355.2%, 1 hit of 404.8% and 1 hit of 948.2% water damage to the target and nearby enemies, and inflicts bog for 8 seconds with 120% base chance.
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| High Damage + Bog - Summer Julietta offers the best shareable | |
Lv. 4 Deals 3 hits of 597% and 1 hit of 686% shadow damage to the target and nearby enemies. Poisoned foes take 3 hits of 716.4% and 1 hit of 823.2% shadow damage instead. The lower the user's HP, the more damage this skill deals. This increase caps at 3 hits of 895.5% and 1 hit of 1029% shadow damage. For poisoned foes the cap is instead 3 hits of 1074.6% and 1 hit of 1234.8% shadow damage. If the user's HP is above or equal to 50% of max HP, consumes 10% of max HP to fill this skill's skill gauge by 20%.
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| Low-HP Nuke - Veronica's shared skill can provide extremely high damage output when an adventurer uses it while at low HP. On a healthy adventurer, however, this skill has a potentially unwanted side effect: this skill inflicts self-damage if an adventurer is at high HP.
Note 1: This self-damage will never bring an adventurer below 40% HP. It also will not deal damage to | |
Lv. 4 Deals 4 hits of 507% light damage to enemies in a line. Both this skill's critical rate and the critical rate of attack skills in dragon form will be increased by 10% for each buff with a different icon applied to the user, up to a maximum of 70%.
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Buff-scaling Critical Rate Up - In addition to dealing decent amounts of damage, Gala Luca's shared skill also effectively adds an additional ability to adventurers carrying it - the adventurer's dragon attack skill will also gain a
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Lv. 3 Deals 46 hits of 60% water damage to the target and nearby enemies and dispels one buff from each of them.
Lv. 3 Deals 1 hit of 180%, 9 hits of 90%, and 1 hit of 1900% flame damage to enemies directly ahead. Changing direction is possible during the attack.
Lv. 3 Deals 13 hits of 295.4% shadow damage to surrounding enemies, and inflicts shadowblight - dealing 41% shadow damage every 2.9 seconds for 21 seconds - with 120% chance. This skill can be cancelled early by rolling, approximately after the first 6 possible hits would have been dealt.
Lv. 3 Deals 5 hits of 394% shadow damage to surrounding enemies. During this attack, the user will be immune to knockback, and damage taken will be reduced by 30%.
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Raw Damage - These skills just hit hard and do it efficiently, with the highest damage/SP ratios available. If you just want to hit stuff efficiently and don't care about utility, then these are the way to go.
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| Source Adventurer | Upgrade Requirements |
|---|---|
Lv. 2 Deals 1 hit of 1500% shadow damage to surrounding enemies and inflicts shadowblight for 21 seconds - dealing 31% shadow damage every 2.9 seconds - with 110% chance.
Lv. 2 Deals 6 hits of 489% water damage to surrounding enemies, and dispels one buff from each target.
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Full-Map Nukes - These SSes easily cover the entire map in most content, allowing for easier crowd control.
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Lv. 2 Deals 1 hit of 2500% water damage to enemies directly ahead.
Lv. 3 Deals 5 hits of 394% shadow damage to surrounding enemies. During this attack, the user will be immune to knockback, and damage taken will be reduced by 30%.
Lv. 3 Deals 1 hit of 180%, 9 hits of 90%, and 1 hit of 1900% flame damage to enemies directly ahead. Changing direction is possible during the attack.
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Wide-Area Nukes - These are some AoE alteratives if you lack
Alternatives if you need AoE, but don't have any of the above-listed adventurers:
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| Source Adventurer | Upgrade Requirements |
|---|---|
Lv. 4 Restores HP to all teammates with 130% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, increases the entire team's strength by 15% for 60 seconds, and grants overdamage to the entire team for 30 seconds based on 50% of the user's strength. Both the strength increase and overdamage will not stack. Also creates a healing zone that heals all allies for 60% Recovery Potency (in solo play, 30% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones.
Lv. 3 Restores HP to all teammates with 80% Recovery Potency, continues gradually healing over the next 15 seconds with 20% Recovery Potency every 2.9 seconds, and grants overdamage based on 40% of the user's strength for 30 seconds. This overdamage will not stack.
Lv. 4 Restores HP to all allies with 44% Recovery Potency, removes blindness, and continues healing for 15 seconds with 35% Recovery Potency every 2.9 seconds. Also, increases the entire team's strength by 8% for 60 seconds (does not stack), grants all teammates a one-use shield that nullifies damage up to 30% of their maximum HP, and grants them overdamage for 30 seconds. The overdamage is based on 50% of the user's strength, and does not stack.
Lv. 4 Restores HP to all teammates with 100% Recovery Potency, and grants all teammates a one-use shield that nullifies damage less than 20% of the user's maximum HP, and the "Fluorescent Fish" effect for 30 seconds. Fluorescent Fish grants overdamage based on 50% of the user's strength.
Lv. 3 Restores HP to all teammates with 87% Recovery Potency, grants them the "Crystalline Power" effect for 30 seconds, and increases their strength by 15% for 60 seconds. Crystalline Power grants overdamage based on 40% of the user's strength, and this skill's strength increase effect will not stack.
Lv. 4 Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, increases the entire team's strength by 15% for 60 seconds and grants them overdamage based on 50% of the user's strength for 30 seconds. This strength increase and overdamage will not stack.
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| Overdamage - These shared skills grant If you just want overdamage with low SP cost:
If you just want overdamage with low equip cost:
If you want overdamage + healing:
If you want overdamage +
If you want overdamage +
Additional Notes:
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Lv. 2 Deals 30 hits of 82% wind damage to surrounding enemies, and dispels one buff from each target. This attack will pursue targets for the duration of the skill.
Lv. 3 Deals 30 hits of 73% wind damage to the target and nearby enemies, and inflicts stormlash for 21 seconds - dealing 41% wind damage every 2.9 seconds - with 120% chance.
Lv. 3 Deals 46 hits of 60% water damage to the target and nearby enemies and dispels one buff from each of them.
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Hit-count Nukes - These nukes boast a very high amount of hits for their equip costs, which can make dealing with enemies that rely on hit counts (instead of HP) much quicker.
The amount of hits can be further doubled by | |
| Source Adventurer | Upgrade Requirements |
|---|---|
Lv. 3 Deals 1 hit of 246% and 1 hit of 1033% water damage to the target and nearby enemies, and dispels one buff from each of them.
Lv. 3 Deals 46 hits of 60% water damage to the target and nearby enemies and dispels one buff from each of them.
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| low-SP Dispel - Lapis's shared skill is dirt cheap in SP costs, enabling rapid skill-based Alternatives with higher SP costs, if you need a Dispel that's cheaper than
Some other shared skills also happen to dispel, but do not have dispel as their primary purpose:
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Lv. 3 Deals 12 hits of 99% light damage to the target and nearby enemies, dispels one buff from each of them, and inflicts flashburn for 21 seconds - dealing 41.6% light damage every 2.9 seconds - with 120% chance.
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| low-SP Dispel + Flashburn - HLaxi's SS is very similar to Lapis's, granting dirt-cheap | |
Lv. 3 Deals 1 hit of 1864% shadow damage to enemies in a line, inflicts poison for 15 seconds - dealing 58.2% shadow damage every 2.9 seconds - with 120% chance, dispels one buff from each target, then carries out an additional attack that deals 6 hits of 171% shadow damage to the target and nearby enemies, dispels one buff from each of them, and inflicts shadowblight for 21 seconds - dealing 41% shadow damage every 2.9 seconds - with 120% chance.
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| Multiple Dispel + Multiple Afflictions - HSylas's SS can actually This SS also inflicts both | |
Lv. 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.
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| Budget Nuke, Dispel, Poison - Ranzal's shared skill is a respectable nuke at level 4, while also providing However, its range is very short, so
Note that this skill is slightly weaker and does not Poison or Dispel before 56 MC. However, it's still usable as a nuke, and has slightly-lower SP cost than the level 4 version. | |
| Source Adventurer | Upgrade Requirements |
|---|---|
Lv. 3 Deals 1 hit of 2064% wind damage to enemies directly ahead, inflicts stormlash - dealing 41% wind damage every 2.9 seconds for 21 seconds - with 120% chance, and poison - dealing 58.2% wind damage every 2.9 seconds for 30 seconds - with 120% chance.
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| Stormlash + long-duration Poison - Formal Joachim's SS provides a very long This skill also inflicts This SS is also long range, meaning it's easily usable by healers (or other ranged AI) to help with applying afflictions. FJoachim's SS especially shines in Iblis's Surging Cascade, where frequent applications of Poison and Stormlash are needed to succeed. Since it deals both afflictions, it eases affliction pressure on both fronts. | |
Lv. 4 Deals 2 hits of 740.6% water damage to the target and nearby enemies, inflicts freeze for 3-6 seconds with 200% chance, and frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. Frostbitten foes take 2 hits of 962.78% water damage instead.
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| Guaranteed Freeze - Lily's Glacial Blossom at level 4 has a 200% base chance to Also provides This skill needs to be level 4 (56 mana circle nodes) to be worth using; the Freeze chance is too low otherwise. | |
Lv. 4 Deals 6 hits of 368% water damage to enemies directly ahead, and inflicts bog for 8 seconds with 120% base chance.
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| Bog inflictor - Summer Celliera's shared skill is not as strong as | |
Lv. 4 Deals 1 hit of 1201% shadow damage to enemies in a line, and inflicts poison for 15 seconds - dealing 58.2% shadow damage every 2.9 seconds - with 120% chance.
Lv. 2 Deals 1 hit of 864% wind damage to enemies directly ahead, and inflicts poison - dealing 58.2% wind damage every 2.9 seconds for 15 seconds - with 120% base chance.
Lv. 3 Deals 4 hits of 267% wind damage to enemies in a line, and inflicts poison for 15 seconds - dealing 48.2% wind damage every 2.9 seconds with 100% base chance. Poisoned foes take 4 hits of 320.4% wind damage instead.
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low-SP Poison - These skills grant access to cheap
Rodrigo SS is also long range, meaning that ranged AI (such as healers) will actually use it. VMelody and Francesca SS are both melee, so ranged AI will probably NOT use them - therefore, those SS would be for a melee AI, or manual control. These shared skills see the most relevance in Iblis's Surging Cascade, where inflicting Poison (and Stormlash) is important to the flow of the fight. | |
Lv. 4 Deals 2 hits of 885.6% light damage to the target and nearby enemies, and inflicts paralysis for 13 seconds - dealing 97% light damage every 3.9 seconds - with 120% chance. Paralyzed foes take 2 hits of 974.16% light damage instead. Also deals up to 2 bonus hits of 105% (115.5% on paralyzed foes) light damage based on the number of buffs the user has.
Lv. 4 Deals 1 hit of 1121% light damage to the target, and inflicts paralysis for 13 seconds - dealing 97% light damage every 3.9 seconds - with 120% base chance. Paralyzed foes take 1 hit of 1793.6% light damage instead.
Lv. 3 Deals 1 hit of 746.3% light damage to enemies directly ahead, and inflicts paralysis for 13 seconds - dealing 97% light damage every 3.9 seconds - with 120% chance.
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low-SP Paralysis - These skills grant access to cheap
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| Source Adventurer | Upgrade Requirements |
|---|---|
Lv. 4 Increases the entire team's strength by 15% and defense by 25% for 15 seconds.
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| Strength + Doublebuff enabler - After spiral, Patia's The skill needs to be at level 4 (56 mana circle nodes) to be worth using; otherwise, its effective buffing strength is too low. | |
Lv. 3 Increases the entire team's defense by 25%, and strength by 15% for 15 seconds.
Lv. 3 Increases the entire team's defense by 10% and strength by 15% for 15 seconds, and grants all teammates a one-use shield that nullifies damage less than 30% of the user's maximum HP. This does not stack with any other shields of the same type.
Lv. 3 Increases the entire team's defense by 20% and strength by 15% for 15 seconds.
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Patia-likes - These SSes provides both
The lower equip costs mean these skills can be paired with 6-cost options that Patia could not pair with - for example:
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Lv. 3 For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. Also grants the user the following additional buffs based on the number of adventurers who were buffed by this skill, including the user: One or more adventurers: Increases defense by 10% for 10 seconds. Two or more adventurers: Adds 10% to the modifier applied to critical damage for 10 seconds. Three or more adventurers: Fills 100% of the skill gauge for the user's initial skill, displayed at the top of their skill list, for use.
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| Buff bundle + S1 refill - With her spiral, Summer Cleo has one of the best buff + SP battery skills in the game. Her S2 becomes a pocket personal S1-refresh for everyone who equips the skill, making it a key skill in speedruns and fast skill-spam setups. The skill also provides a plethora of buffs: Units like This skill is useful regardless of spiral status; at 50 MC it's still very good and can be used. However, it must be 67MC if you want the S1 refill part. | |
Lv. 3 Applies one of the following at random to the entire team: Increases strength by 25% for 15 seconds Increases defense by 25% for 15 seconds Increases critical rate by 25% for 10 seconds Increases max HP by 15% for the remainder of the quest Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead.
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| Roulette HP Up (for solo play) - Sinoa's SS gives a random buff to the team, most notably The extra HP can make surviving high-difficulty solo quests much more manageable. This especially shines in solo Legend-difficulty of The Agito Uprising, where Berserk-phase boss attacks can go from 1HKOs to 2HKOs, or even from 2HKOs to 3HKOs. This can then buy time for healers to restore the team, and reduce the amount of retries required to clear. | |
| Source Adventurer | Upgrade Requirements |
|---|---|
Lv. 4 Restores HP to all allies with 44% Recovery Potency, removes blindness, and continues healing for 15 seconds with 35% Recovery Potency every 2.9 seconds. Also, increases the entire team's strength by 8% for 60 seconds (does not stack), grants all teammates a one-use shield that nullifies damage up to 30% of their maximum HP, and grants them overdamage for 30 seconds. The overdamage is based on 50% of the user's strength, and does not stack.
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Heal + Overdamage + Shield - SVerica's SS offers a kitchen sink of benefits:
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Lv. 3 Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack.
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Heal + Doublebuff enabler - A great
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Lv. 3 Restores HP to all allies with 44% Recovery Potency and applies Regen for 15 seconds, healing with 35% Regen Potency every 2.9 seconds.
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| Vanilla healing - Estelle's SS is a very vanilla | |
Lv. 4 Restores HP to all allies with 130% Recovery Potency, removes paralysis, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Lv. 3 Restores HP to all allies with 44% Recovery Potency, removes stun, then continues healing for 15 seconds with 35% Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Lv. 3 Restores HP to the user and nearby allies with 108% Recovery Potency, increases their max HP by 5%, and removes stun.
Lv. 3 Restores HP to all allies with 108% Recovery Potency, removes burning, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Lv. 4 Restores HP to all allies with 130% Recovery Potency, removes burning, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Lv. 4 Restores HP to all allies with 130% Recovery Potency, removes bog, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Lv. 3 Restores HP to all allies with 108% Recovery Potency, removes freeze, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Lv. 4 Restores HP to all allies with 44% Recovery Potency, removes poison, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Lv. 4 Restores HP to all allies with 130% Recovery Potency, removes curse, and continues healing over the next 15 seconds with 10% Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
Lv. 4 Restores HP to all allies with 130% Recovery Potency, removes curses, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.
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Affliction cleansers - These healing shared skills provide affliction relief.
As Cleo is a story unit, her skill only needs to be level 2 (unlock the node containing the skill itself) to perform Ricardt's, Vixel's, and Halloween Althemia's skills need to be level 4 (56 mana circle nodes) to perform affliction relief. Note: Hildegarde's shared skill is the only skill that provides both a strong burst heal and a regen heal, though its regen heal is quite a bit weaker than standard regen healing shared skills. | |