2022-10-19
Dragalia Lost is a game that Cygames has developed. It is an action- RPG game which is published by Nintendo for platforms like Android and iOS. At the 22nd annual D.I.C.E. awards, Dragalia Lost was nominated for the "Portable Game of the Year" award. It is one of the best free-to-play RPG games. This game allows you to fight opponents/enemies as a human adventure alongside dragons.
One of the five elements, Flame, Water, Wind, Light, and Shadow, all correspond to different adventurers. Healers, attack, support, and defense are then further considered into the type of gameplay. Monster Hunter, Fire Emblem, and Mega Man are the series that the game has crossed over. In this post, you will find everyt5hing you need to know about the Dragalia Lost tier list.
A: Adventurers that perform excellently with all content. It should be effortless to play in public co-op with these adventurers.
A-:Adventurers carry out excellently with all content, though with a few caveats on group composition and chain co-abilities, or be technically slightly not so good as those in rank A. It shouldn't be hard to play in public co-op with those adventurers under most circumstances, provided you create the room and pick out an appropriate state.
B: Adventurers that carry out adequately, however, are overshadowed through the ones in A or A- rank, either in damage output or workability. Some adventurers on this tier are simplest used for particular group compositions in co-op, while others are not likely to be popular if badly held.
C: Adventurers that carry out at a suitable level require the alternative group participants to make amends for their decreased ability. Typically, they are not expected in public co-op. They can clear endgame content, but you'll likely need to arrange for a pre-made room.
D: Adventurers with serious problems. It might be challenging for these adventurers to clear endgame content comfortably, short of having other powerful adventurers to compensate.
A: Dragons that perform excellently with all adventurers, given their conditions, are met, if any.
A-: Dragons perform excellently but are somewhat inferior to those in A rank or require specific set-ups/classes/niches.
B: Dragons perform well with all adventurers but are overshadowed by those in A or A- rank.
This tier includes certain H.P. and hybrid aura dragons; these dragons are usually disfavored in co-op, but they may be used with specific team compositions or solo play.
C: Dragons that perform merely acceptably are overly niche or have very contrived conditions unlikely to be met in regular play.
D: Dragons have severe problems or should only be used as slot-fillers in early-game on new accounts.
The following are the characters according to their tiers in Dragalia Lost.
These are the meta-defining adventurers in the game. These characters are always on meta and are often so powerful that multiples will be run in co-op modes. The adventurers that are placed within this tier are highly recommended picks.
A-Tier:
Adventurers in this tier are just barely below those in S-Tier but are slightly less favored. They can be used to clear the most challenging content in the game but sometimes won't be chosen right away for co-op play. Typically, this results from their overall damage being marginally off of the best units within the element or having a utility that is not as supportive as those in the tier above.
These adventurers aren't the worst out there; their damage and support utility is generally good enough with a bit more investment and skill than Adventurers in the tiers above. Often, there is another Adventurer that simply does their job, but better. You will have a more challenging time finding a pick-up group, but you can clear end game content with these Adventurers with patience and investment.
C Tier:
These Adventurers have some severe flaws holding them back or a metagame that just renders their kit or resistances useless. You could clear the most inappropriate content in the game with them, but either a monstrous investment, a good deal of luck, and some patient public players that are willing to help carry you to clear with that adventurer. They can still pull their weight, but it would be significantly easier to use another Adventurer.
The following are the explained version of some of the major characters in Dragalia Lost:
Skills:
Following are The PRINCE Skills:
Blazing Circlet: |
Level 1: Deals 2 hits of 608% flame damage to surrounding enemies. (Might: 100)
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Level 2: Deals 2 hits of 676% flame damage to surrounding enemies. (Might: 200)
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Level 3: Deals 2 hits of 750% flame damage to surrounding enemies. (Might: 300)
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Level 3: Deals 2 hits of 750% flame damage to surrounding enemies. (Might: 300)
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Level 4: Deals 2 hits of 826% flame damage to surrounding enemies, raises the dragon gauge by 3% if the attack connects, and inflicts burn for 12 seconds - dealing 88.3% flame damage every 3.9 seconds - with 110% base chance. (Might: 400)
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Exalted Fire: |
Level 1: Deals 1 hit of 1194% flame damage to enemies in a line. (Might: 100) |
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Level 2: Deals 1 hit of 1327% flame damage to enemies in a line and reduces defense by 5% for 10 seconds with 100% base chance. This defense reduction effect will not stack. (Might: 200) |
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Level 3: Deals 1 hit of 1474% flame damage to enemies in a line and reduces defense by 5% for 10 seconds with 100% base chance. This defense reduction effect will not stack. (Might: 300) |
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Co-Abilities:
Following are the PRINCE’s Co-Abilities:
Dragon Hastle: |
Level 1: Dragon gauge fill rate is increased by 5%. Benefits your whole team. (Might: 110) |
Level 2: Dragon gauge fill rate is increased by 6%. Benefits your whole team. (Might: 140) |
Level 3: Dragon gauge fill rate is increased by 8%. Benefits your whole team. (Might: 170) |
Level 4: Increases dragon gauge fill rate by 11%. Benefits your whole team. (Might: 230) |
Level 5: Increases dragon gauge fill rate by 15%. Benefits your whole team. (Might: 320) |
Dragon Hastle: |
Level 1: Dragon gauge fill rate is increased by 10%. Benefits your whole team. |
Level 2: Dragon gauge fill rate is increased by 10%. Benefits your whole team. |
Level 3: Dragon gauge fill rate is increased by 12%. Benefits your whole team. |
Level 4: Dragon gauge fill rate is increased by 12%. Benefits your whole team. |
Level 5: Dragon gauge fill rate is increased by 14%. Benefits your whole team |
Abilities:
Following are PRINCE’s Abilities:
Dragon’s Claws: |
Level 1: Each shapeshift increases strength for the remainder of the quest (up to three times per quest). On the first shapeshift, strength is increased by 4% in total. On the second, shapeshift strength is increased by 10% in total. On the third, shapeshift strength is increased by 20% in total. (Might: 60) |
Level 2: Each shapeshift increases strength for the remainder of the quest (up to three times per quest). At first, shapeshift strength is increased by 5% in total. In total, shapeshift strength is increased by 13%. On the third, shapeshift strength is increased by 25% in total. (Might: 80) |
Level 3: Each shapeshift increases strength for the remainder of the quest (up to three times per quest). At first, shapeshift strength is increased by 10% in total. In total, shapeshift strength is increased by 25%. On the third, shapeshift strength is increased by 40% in total. (Might: 120) |
Stun Res: |
Level 1: Reduces susceptibility to stun by 50%. (Might: 60) |
Level 2: Reduces susceptibility to stun by 100%. (Might: 100) |
Potent Stun Res: |
Level 3: Reduces susceptibility to stun via way of means of 100%. When the person is hit by an attack that could have stunned them, their strength increases by 15% for 10 seconds. After activating, this buff will not start again for 15 seconds. (Might: 120) |
Player EXPERIENCE: |
Level 1: Increases player EXPERIENCE consumption for clearing quests through 10%. This cap potential no longer stacks with other comparable abilities; the highest cost might be applied. (Might: 60) |
Level 2: Increases player EXPERIENCE consumption for clearing quests through 15%. This cap potential no longer stacks with other comparable abilities; the highest cost might be applied. (Might: 80) |
Dragon's Dominance: |
Level 3: Increases player EXPERIENCE consumption for clearing quests through 15%. This cap potential no longer stacks with other comparable abilities; the highest cost might be applied. Regular attacks, when in dragon form, will dispel one enemy buff. (Might: 120) |
Skills:
Following are M.I.K.O.T.O.'s skills:
Ravenous Fire: |
Level 1: Deals 2 hits of 590% flame damage to enemies directly ahead and activates "Flare Stance" for 20 seconds if the attack connects. During Flare Stance, the user's strength increases by 10% and gives access to Ravenous Fire (Flare). |
Ravenous Fire (Flare) deals 3 hits of 444% flame damage, ends Flare Stance, and activates "Ruin Stance" for 15 seconds. During Ruin Stance, the user's strength increases by 15% and gives access to Ravenous Fire (Ruin). |
Ravenous Fire (Ruin) deals 3 hits of 335% and 1 hit of 503% flame damage and activates "Ruin Stance" for 15 seconds. (Might: 100) |
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Level 2: Deals 2 hits of 655% flame damage to enemies directly ahead and activates "Flare Stance" for 20 seconds if the attack connects. During Flare Stance, the user's strength increases by 10% and gives access to Ravenous Fire (Flare). |
Ravenous Fire (Flare) deals 3 hits of 493% flame damage, ends Flare Stance, and activates "Ruin Stance" for 15 seconds. During Ruin Stance, the user's strength increases by 15% and gives access to Ravenous Fire (Ruin). |
Ravenous Fire (Ruin) deals 3 hits of 372% and 1 hit of 559% flame damage and activates "Ruin Stance" for 15 seconds. (Might: 200) |
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Level 3: Deals 2 hits of 728% flame damage to enemies directly ahead and activates "Flare Stance" for 20 seconds if the attack connects. During Flare Stance, the user's strength increases by 10% and gives access to Ravenous Fire (Flare). |
Ravenous Fire (Flare) deals 3 hits of 548% flame damage, ends Flare Stance, and activates "Ruin Stance" for 15 seconds. During Ruin Stance, the user's strength increases by 15% and gives access to Ravenous Fire (Ruin). |
Ravenous Fire (Ruin) deals 3 hits of 414% and 1 hit of 621% flame damage and activates "Ruin Stance" for 15 seconds. (Might: 300) |
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Level 4: Deals 2 hits of 910% flame damage to enemies directly ahead and activates "Flare Stance" for 20 seconds if the attack connects. During Flare Stance, the user's strength increases by 10% and gives access to Ravenous Fire (Flare). |
Ravenous Fire (Flare) deals 3 hits of 685% flame damage, ends Flare Stance, and activates "Ruin Stance" for 15 seconds. During Ruin Stance, the user's strength increases by 15%, add 30% to the modifier applied to their critical damage, and gave Ravenous Fire access (Ruin). |
Ravenous Fire (Ruin) deals 3 hits of 517% and 1 hit of 776% flame damage and activates "Ruin Stance" for 15 seconds. (Might: 400) |
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Kindled Heart: |
Level 1: Increases the user's attack rate by 15% for 10 seconds. (Might: 100) |
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Level 2: Increases the user's attack rate by 20% for 10 seconds. (Might: 200) |
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Level 3: Increases the user's attack rate by 20% for 15 seconds. (Might: 300) |
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Co-Abilities:
Following are M.I.K.O.T.O.S.'s Co-Abilities:
Strength: |
Level 1: Increases strength by 5%. Benefits your whole team. (Might: 170) |
Level 2: Increases strength by 6%. Benefits your whole team. (Might: 200) |
Level 3: Increases strength by 7%. Benefits your whole team. (Might: 230) |
Level 4: Increases strength by 8%. Benefits your whole team. (Might: 260) |
Level 5: Increases strength by 10%. Benefits your whole team. (Might: 320) |
(Flame) HEALTH POWER 80 = Wind Res: |
Level 1: If a team member is attuned to Flame: reduces wind damage taken by them by 1% when their H.P. is 80% or above. Benefits your whole team. |
Level 2: If a team member is attuned to Flame: reduces wind damage taken by them by 2% when their H.P. is 80% or above. Benefits your whole team. |
Level 3: If a team member is attuned to Flame: reduces wind damage taken by them by 3% when their H.P. is 80% or above. Benefits your whole team. |
Level 4: If a team member is attuned to Flame: reduces wind damage taken by them by 4% when their H.P. is 80% or above. Benefits your whole team. |
Level 5: If a team member is attuned to Flame: reduces wind damage taken by them by 6% when their H.P. is 80% or above. Benefits your whole team. |
Abilities:
Following are M.I.K.O.T.O.'s Abilities:
HEALTH POWER 70 = Critical Rate: |
Level 1: Increases critical rate by 8% when H.P. is 70% or above. (Might: 80) |
Level 2: Increases critical rate by 10% when H.P. is 70% or above. (Might: 100) |
Nature's Avatar: |
Level 3: Increases critical rate by 10% when H.P. is 70% or above. It also increases the user's skill gauge fill rate for their initial skill, displayed at the top of their skill list, by 10% for 20 seconds each time one of their attacks is a critical hit. After activating, this cap potential will now no longer activate once more for 15 seconds. (Might: 120) |
Stun Res: |
Level 1: Reduces susceptibility to stun by 50%. (Might: 60) |
Level 2: Reduces susceptibility to stun by 100%. (Might: 100) |
Potent Stun Res: |
Level 3: Reduces susceptibility to stun via way of means of 100%. When the person is hit by an attack that could have stunned them, their strength increases with the aid of using 15% for 10 seconds. After activating, this buff will now no longer set off once more for 15 seconds. (Might: 120) |
Critical Rate: |
Level 1: Increases critical rate by 6%. (Might: 80) |
Level 2: Increases critical rate by 8%. (Might: 100) |
Level 3: Increases critical rate by 10%. (Might: 120) |
Skills:
Following are X.A.N.D.E.R.'s skills:
Majestic Tide: |
Level 1: Deals one hit of 1336% water harm to enemies in an exceeding line. The user's buffs, the upper the ability boost received, and the damage (+5% Skill Damage per buff). (Might: 100) |
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Level 2: Deals one hit of 1486% water injury to enemies in an exceeding line. The user's buffs, the upper the skill boost received, and the damage (+5% Skill Damage per buff). (Might: 200) |
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Level 3: Deals one hit of 1650% water harm to enemies in an exceeding line. The lot of buffs the user has, the upper the talent boost received, and the damage (+5% Skill Damage per buff). (Might: 300) |
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Level 4: Deals one hit of 1664% water injury to enemies during a line and inflicts injury - dealing 41% water damage every 2.9 seconds for twenty-one seconds - with 120% chance. The user's buffs, the upper the skill boost received, and the damage (+5% Skill Damage per buff). |
It also activates "Born Ruler." throughout Born Ruler, the user's force strikes are high-powered up and may injure far-away enemies. This skill is increased into Majestic Tide II, which deals one hit of 1674% water damage instead. |
Using Majestic Tide II adds a stack of Born Ruler, and powering up the user' force strikes and inflicting them to deal further damage and bonus damage to frozen foes whereas also enhancing Majestic Tide II into Majestic Tide III, which deals 1 hit of 1680% water damage instead. All Born Ruler stacks will be consumed using Majestic Tide III or a force strike with any stacks of Born Ruler. Born Ruler won't activate once using this ability as a shared skill. (Might: 400) |
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Royal Maelstrom: |
Level 1: Deals 3 hits of 490.6% water damage to surrounding enemies. (Might: 100) |
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Level 2: Deals 3 hits of 545.6% water damage to surrounding enemies. (Might: 200) |
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Level 3: Deals 3 hits of 556.6% water damage to surrounding enemies. The more buffs the user has, the higher the skill boost received and the damage (+5% Skill Damage per buff). (Might: 300) |
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Co-Abilities:
Following are X.A.N.D.E.R.S.'s Co-Abilities:
Dragons Haste: |
Level 1: Dragon gauge fill rate is increased by 8%. Benefits your whole team. (Might: 170) |
Level 2: Dragon gauge fill rate is increased by 9%. Benefits your whole team. (Might: 200) |
Level 3: Dragon gauge fill rate is increased by 11%. Benefits your whole team. (Might: 230) |
Level 4: Increases dragon gauge fill rate by 12%. Benefits your whole team. (Might: 260) |
Level 5: Increases dragon gauge fill rate by 15%. Benefits your whole team. (Might: 320) |
(Water) Above 10 Hits = Strength: |
Level 1: If a team member is attuned to Water: increases their strength by 6% when the combo count is 10 or higher. Benefits your whole team. |
Level 2: If a team member is attuned to Water: increases their strength by 7% when the combo count is 10 or higher. Benefits your whole team. |
Level 3: If a team member is attuned to Water: increases their strength by 8% when the combo count is 10 or higher. Benefits your whole team. |
Level 4: If a team member is attuned to Water: increases their strength by 9% when the combo count is 10 or higher. Benefits your whole team. |
Level 5: If a team member is attuned to Water: increases their strength by 13% when the combo count is 10 or higher. Benefits your whole team. |
Abilities:
Following are X.A.N.D.E.R.'s Abilities:
Striker's Strength: |
Level 1: Increases strength by 5% for every three enemies defeated with force strikes (up to five times per quest). (Might: 80) |
Level 2: Increases strength by 6% for every three enemies defeated with force strikes (up to five times per quest). (Might: 100) |
Born Ruler: |
Level 3: Increases strength by 6% for every three enemies defeated with force strikes (up to five times per quest). It also increases strength by a further 5% while the user has the "Born Ruler" effect. (Might: 110) |
Stun Res: |
Level 1: Reduces susceptibility to stun by 50%. (Might: 60) |
Level 2: Reduces susceptibility to stun by 100%. (Might: 100) |
Potent Stun Res: |
Level 3: Reduces susceptibility to stun through 100%. When the person is hit through an attack that could have stunned them, their strength increases by 15% for 10 seconds. After activating, this buff will now no longer activate once more for 15 seconds. (Might: 120) |
Force strike: |
Level 1: Increases force strike damage by 40%. (Might: 80) |
Level 2: Increases force strike damage by 50%. (Might: 100) |
Level 3: Increases force strike damage by 55%. (Might: 110) |
Skills:
Following are SUMMER CELLIERA’s skills:
Ocean Fury: |
Level 1: Deals 4 hits of 298% water damage to enemies directly ahead and inflicts bog for 8 seconds with 90% base chance. (Might: 100) |
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Level 2: Deals 4 hits of 331% water damage to enemies directly ahead and inflicts bog for 8 seconds with 100% base chance. (Might: 200) |
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Level 3: Deals 4 hits of 368% water damage to enemies directly ahead and inflicts bog for 8 seconds with 110% base chance. (Might: 300) |
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Level 4: Deals 6 hits of 368% water damage to enemies directly ahead and inflicts bog for 8 seconds with 120% base chance. (Might: 400) |
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Pep Talk: |
Level 1: Deals 1 hit of 1077% water damage to surrounding enemies, increases the entire team's defense by 8% for 10 seconds, and activates "Skill Shift." |
Phase II adds an 8% increase to the entire team's strength for 10 seconds, while Phase III adds a 15% increase to the team's attack rate for 10 seconds. (Might: 100) |
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Level 2: Deals 1 hit of 1197% water damage to surrounding enemies, increases the entire team's defense by 10% for 10 seconds, and activates "Skill Shift." |
Phase II adds a 10% increase to the entire team's strength for 10 seconds, while Phase III adds a 20% increase to the team's attack rate for 10 seconds. (Might: 200) |
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Level 3: Deals 1 hit of 1330% water damage to surrounding enemies, increases the entire team's defense by 15% for 10 seconds, and activates "Skill Shift." |
Phase II adds a 13% increase to the entire team's strength for 10 seconds, while Phase III adds a 25% increase to the team's attack rate for 10 seconds. (Might: 300) |
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Co-Abilities:
Following are SUMMER CELLIERA’s Co-Abilities:
Dragon Haste: |
Level 1: Dragon gauge fill rate is increased by 8%. Benefits your whole team. (Might: 170) |
Level 2: Dragon gauge fill rate is increased by 9%. Benefits your whole team. (Might: 200) |
Level 3: Dragon gauge fill rate is increased by 11%. Benefits your whole team. (Might: 230) |
Level 4: Dragon gauge fill rate is increased by 12%. Benefits your whole team. (Might: 260) |
Level 5: Dragon gauge fill rate is increased by 15%. Benefits your whole team. (Might: 320) |
(Water) Dragon's Claws: |
Level 1: If a team member is attuned to Water: each shapeshift increases their strength (up to three times per quest). At first, shapeshift strength is increased by 6% in total. Second, shapeshift strength is increased by 14% in total. On the third, shapeshift strength is increased by 29% in total. Benefits your whole team. |
Level 2: If a team member is attuned to Water: each shapeshift increases their strength (up to three times per quest). At first, shapeshift strength is increased by 8% in total. Second, shapeshift strength is increased by 16% in total. On the third, shapeshift strength is increased by 31% in total. Benefits your whole team. |
Level 3: If a team member is attuned to Water: each shapeshift increases their strength (up to three times per quest). At first, shapeshift strength is increased by 8% in total. On the second shapeshift, strength is increased by 17% in total. On the third, shapeshift strength is increased by 32% in total. Benefits your whole team. |
Level 4: If a team member is attuned to Water: each shapeshift increases their strength (up to three times per quest). At first, shapeshift strength is increased by 8% in total. Second, shapeshift strength is increased by 18% in total. On the third, shapeshift strength is increased by 33% in total. Benefits your whole team. |
Level 5: If a team member is attuned to Water: each shapeshift increases their strength (up to three times per quest). At first, shapeshift strength is increased by 10% in total. Second, shapeshift strength is increased by 20% in total. On the third, shapeshift strength is increased by 35% in total. Benefits your whole team. |
Abilities:
Following are SUMMER CELLIERA’s Abilities.
Strength Doublebuff: |
Level 1: Increases strength by 10% for 15 seconds each time a defense up buff is received. (Might: 80) |
Level 2: Increases strength by 13% for 15 seconds each time a defense up buff is received. (Might: 100) |
Level 3: Increases strength by 15% for 15 seconds each time a defense up buff is received. (Might: 110) |
Burn Res: |
Level 1: Reduces susceptibility to burning by 50%. (Might: 60) |
Level 2: Reduces susceptibility to burning by 100%. (Might: 100) |
Potent Burn Res: |
Level 3: Susceptibility is reduced by 100% to burning. When the person is hit. by an attack that would have inflicted burning on them, their strength increases by 1. 5% for 10 seconds; after activating, this buff will no longer activate once more for 15 seconds. (Might: 120) |
Buff Skill Time: Level 1: Increases duration of buff skills by 25%. (Might: 80) |
Level 2: Increases duration of buff skills by 30%. (Might: 100) |
Level 3: Increases duration of buff skills by 35%. (Might: 120) |
Skills:
Following are B.E.L.L.I.N.A.'s skills:
Renegade Descent: |
Level 1: Deals 1 hit of 680% shadow damage to the target and nearby enemies. Damage will be increased as the user's H.P. decreases, up to one hit of 1020% shadow harm. If this ability is used throughout dragon drive, a variant known as Renegade Dragonfall will be used instead. Renegade Dragonfall deals five hits of 163% shadow damage to multiple targets and enemies close to those targets and dispels one buff from each. Harm will be enhanced because of the user's H.P. |
Decreases, up to five hits of 244.5%.Using this skill can consume 25% of the user's dragon drive gauge but fills 100 percent of this skill gauge. (Might: 100) |
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Level 2: Deals 1 hit of 756% shadow damage to the target and nearby enemies. Damage will be increased as the user's H.P. decreases, up to one hit of 1134% shadow injury. If this skill is employed throughout dragon drive, a variant known as Renegade Dragonfall is used instead. Renegade Dragonfall deals five hits of 181% shadow damage to multiple targets and enemies close to those targets and dispels one buff from each. The injury will be enhanced because the user's H.P. decreases, up to 5 hits of 271.5%. Using this skill will consume 25% of the user's dragon drive gauge but fills 100% of this skill's skill gauge after use. (Might: 200) |
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Level 3: Deals 1 hit of 840% shadow damage to the target and nearby enemies. Damage will be increased as the user's H.P. decreases, up to 1 hit of 1260% shadow damage. If this skill is used during dragon drive, a variant called Renegade Dragonfall will be used instead. Renegade Dragonfall deals 5 hits of 202% shadow damage to multiple targets and enemies near those targets and dispels one buff from each. Damage will be increased as the user's H.P. decreases, up to 5 hits of 303%. Using this skill will consume 25% of the user's dragon drive gauge but fills 100% of this skill's skill gauge after use. (Might: 300) |
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Renegade Gambit: |
Level 1: Fills 30% of the user's dragon drive gauge. If the user's H.P. is above 30% of max H.P., it reduces their H.P. to 30% of max H.P. and fills the dragon drive gauge by U.T.P. equal to the amount of H.P. that was lost. If this skill is used during dragon drive, a variant called Renegade Shadowblaze will be used instead. If the user's H.P. is above 30% of max H.P., Renegade Shadowblaze reduces their H.P. to 30% of max H.P. and deals 1 hit of 1091% shadow damage to enemies directly ahead. Damage will be increased as the user's H.P. decreases, up to 1 hit of 3273% shadow damage. Using Renegade Shadowblaze will consume all of the user's dragon drive gauges. (Might: 100) |
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Level 2: Fills 40% of the user's dragon drive gauge. If the user's H.P. is above 30% of max H.P., it reduces their H.P. to 30% of max H.P. and fills the dragon drive gauge by U.T.P. equal to the amount of H.P. that was lost. If this skill is used during dragon drive, a variant called Renegade Shadowblaze will be used instead. If the user's H.P. is above 30% of max H.P., Renegade Shadowblaze reduces their H.P. to 30% of max H.P. and deals 1 hit of 1212% shadow damage to enemies directly ahead. Damage will be increased as the user's H.P. decreases, up to 1 hit of 3636% shadow damage. Using Renegade Shadowblaze will consume all of the user's dragon drive gauges. (Might: 200) |
S.P. Cost: 7338 |
Co-Abilities:
Following are B.E.L.L.I.N.A.'s Co-Abilities:
Critical Rate: |
Level 1: Increases critical rate by 5%. Benefits your whole team. (Might: 170) |
Level 2: Increases critical rate by 6%. Benefits your whole team. (Might: 200) |
Level 3: Increases critical rate by 7%. Benefits your whole team. (Might: 230) |
Level 4: Increases critical rate by 8%. Benefits your whole team. (Might: 260) |
Level 5: Increases critical rate by 10%. Benefits your whole team. (Might: 320) |
(Shadow) HEALTH POWER Below 40 = Light Res: |
Level 1: If a team member is attuned to Shadow: reduces light damage taken by them by 5% when their H.P. is 40% or below. Benefits your whole team. |
Level 2: If a team member is attuned to Shadow: reduces light damage taken by them by 6% when their H.P. is 40% or below. Benefits your whole team. |
Level 3: If a team member is attuned to Shadow: reduces light damage taken by them by 7% when their H.P. is 40% or below. Benefits your whole team. |
Level 4: If a team member is attuned to Shadow: reduces light damage taken by them by 8% when their H.P. is 40% or below. Benefits your whole team. |
Level 5: If a team member is attuned to Shadow: reduces light damage taken by them by 10% when their H.P. is 40% or below. Benefits your whole team. |
Abilities:
Following are B.E.L.L.I.N.A.'s Abilities:
Renegade Queen: |
Level 1: Grants the user a dragon drive gauge and changes the shapeshift button into a dragon drive button. Tapping this button activates their dragon drive. During dragon drive, the user's standard attacks and force strikes will be changed, the damage will be increased as the user's H.P. decreases, and standard attacks and force strikes will fill the user's dragon drive gauge. While dragon drive is active, the user's skill damage will be increased by 30%, and defense will be increased by 50%. (Might: 80) |
Level 2: Grants the user a dragon drive gauge and changes the shapeshift button into a dragon drive button. Tapping this button activates their dragon drive. During dragon drive, the user's standard attacks and force strikes will be changed, the damage will be increased as the user's H.P. decreases, and standard attacks and force strikes will fill the user's dragon drive gauge. While dragon drive is active, the user's skill damage will be increased by 35%, and defense will be increased by 75%. (Might: 100) |
Blindness Res: |
Level 1: Reduces susceptibility to blindness by 100%. (Might: 100) |
Level 2: Reduces susceptibility to blindness by 100%. (Might: 100) |
HEALTH POWER Below 30% = Strength & Attack Rate: |
Level 1: Increases strength by 15% and attack rate by 10% when H.P. is 30% or below. (Might: 80) |
Level 2: Increases strength by 20% and attack rate by 10% when H.P. is 30% or below. (Might: 100) |
Skills:
Following are N.A.V.E.E.D.'s skills:
Crystalline Blades: |
Level 1: Deals 4 hits of 235% flame damage to enemies directly ahead and shoots 3 additional flame blades, each dealing 91% flame damage for each time Radiant Bauble has been used, for a maximum of 15 additional blades. (Might: 100) |
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Level 2: Deals 4 hits of 260% flame damage to enemies directly ahead and shoots 3 additional flame blades, each dealing 101% flame damage for each time Radiant Bauble has been used, for a maximum of 15 additional blades. (Might: 200) |
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Level 3: Deals 4 hits of 289% flame damage to enemies directly ahead and shoots 3 additional flame blades, each dealing 112% flame damage for each time Radiant Bauble has been used, for a maximum of 15 additional blades. (Might: 300) |
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Level 4: Deals 4 hits of 347% flame damage to enemies directly ahead, dispels one buff from each target, and shoots 3 additional flame blades, each dealing 140% flame damage each time Radiant Bauble has been used for a maximum of 15 additional blades. (Might: 400) |
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Radiant Bauble: |
Level 1: Activates "Crystalline Blades Buffed." will increase the user's defense by ten% for 10 seconds and enhance Crystalline Blades' skill for the rest of the quest. The skill may be increased up to 5 times. (Might: 100)
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Level 2: Activates "Crystalline Blades Buffed." will increase the user's defense by 15% for ten seconds and enhance Crystalline Blades' skill for the rest of the quest. The skill may be increased up to 5 times. (Might: 200)
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Level 3: Activates "Crystalline Blades Buffed." will increase the user's defense by 20% and strength by 20% for ten seconds and enhance Crystalline Blades' skill for the rest of the quest. The skill is often increased up to 5 times. (Might: 300)
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Co-Abilities:
Following are N.A.V.E.E.D.'s Co-Abilities:
Dragon Haste: |
Level 1: Dragon gauge fill rate is increased by 8%. Benefits your whole team. (Might: 170) |
Level 2: Dragon gauge fill rate is increased by 9%. Benefits your whole team. (Might: 200) |
Level 3: Dragon gauge fill rate is increased by 11%. Benefits your whole team. (Might: 230) |
Level 4: Dragon gauge fill rate is increased by 12%. Benefits your whole team. (Might: 260) |
Level 5: Dragon gauge fill rate is increased by 15%. Benefits your whole team. (Might: 320) |
(Flame) HEALTH POWER 60 = Strength: |
Level 1: If a team member is attuned to Flame: increases their strength by 1% when their H.P. is 60% or above. Benefits your whole team. |
Level 2: If a team member is attuned to Flame: increases their strength by 2% when their H.P. is 60% or above. Benefits your whole team. |
Level 3: If a team member is attuned to Flame: increases their strength by 3% when their H.P. is 60% or above. Benefits your whole team. |
Level 4: If a team member is attuned to Flame: increases their strength by 4% when their H.P. is 60% or above. Benefits your whole team. |
Level 5: If a team member is attuned to Flame: increases their strength by 6% when their H.P. is 60% or above. Benefits your whole team. |
Abilities:
Following are N.A.V.E.E.D.'s Abilities:
Slayer's Strength: |
Level 1: Increases strength by 5% for every five enemies defeated (up to five times per quest). (Might: 80) |
Level 2: Increases strength by 6% for every five enemies defeated (up to five times per quest). (Might: 100) |
Slayer's Flurry Strength: |
Level 3: Increases strength by 6% for every five enemies defeated (up to five times per quest) and increases strength by 8% when the combo count is 15 or higher. (Might: 120) |
Sleep Res: |
Level 1: Reduces susceptibility to sleep by 50%. (Might: 60) |
Level 2: Reduces susceptibility to sleep by 100%. (Might: 100) |
Potent Sleep Res: |
Level 3: Reduces susceptibility to sleep by 100%. When the user is hit by an attack that may have placed them to sleep, their strength will increase by 15% for 10 seconds. After activating, this buff will now no longer activate once more for 15 seconds. (Might: 120) |
Skill prep: |
Level 1: Fills 75% of skill gauges at the start of quests. (Might: 80) |
Level 2: Fills 100% of skill gauges at the start of quests. (Might: 100) |
Flame Blades' Protection: |
Level 3: Fills 100% of skill gauges at the start of quests and increases defense by 20% while Crystalline Blades Buffed is in effect. (Might: 120) |
Skills:
Following are M.A.R.T.H.'s skills:
Flickering Flames: |
Level 1: Deals 6 hits of 84% and 1 hit of 168% flame damage to enemies directly ahead and gradually recovers the user's H.P. with 4% Recovery Potency every 2.9 seconds for 15 seconds. (Might: 100) |
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Level 2: Deals 6 hits of 93% and 1 hit of 186% flame damage to enemies directly ahead and gradually recovers the user's H.P. with 5% Recovery Potency every 2.9 seconds for 15 seconds. (Might: 200) |
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Level 3: Deals 6 hits of 103% and 1 hit of 206% flame damage to enemies directly ahead and gradually recovers the user's H.P. with 6% Recovery Potency every 2.9 seconds for 15 seconds. (Might: 300) |
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Level 4: Deals 6 hits of 138% and 1 hit of 267% flame damage to enemies directly ahead, inflicts burn for 12 seconds - dealing 97% damage every 3.9 seconds - with 120% chance, and gradually recovers the user's H.P. with 7% Recovery Potency every 2.9 seconds for 15 seconds. (Might: 400) |
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Fire Emblem: |
Level 1: Deals one hit of 616% flame harm to enemies in a very line, will increase the user's strength by ten% for 10 seconds and activates "Skill Shift" if the attack connects. phase ii increases the complete team's strength by 10% for 10 seconds instead, whereas phase iii increases the entire team's attack rate by 10% for 10 seconds. (Might: 100) |
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Level 2: Deals one hit of 685% flame harm to enemies in an exceeding line, will increase the user's strength by ten% for 10 seconds and activates "Skill Shift" if the attack connects. phase ii increases the complete team's strength by 10% for 10 seconds instead, whereas clinical trial increases the entire team's attack rate by 30% for 10 seconds. (Might: 200) |
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Level 3: Deals one hit of 899% flame injury to enemies during a line, will increase the user's strength by ten% for 10 seconds and activates "Skill Shift" if the attack connects. Phase ii increases the whole team's strength by 10% for 10 seconds instead, whereas phase iii additionally increases the entire team's attack rate by 30% for 10 seconds. Burning foes can take 1 hit of 1798'mage instead. (Might: 300) |
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Co-Abilities:
Following are M.A.R.T.H.'s Co-Abilities:
Dragon Haste: |
Level 1: Increases dragon gauge fill rate by 8%. Benefits your whole team. (Might: 170) |
Level 2: Increases dragon gauge fill rate by 9%. Benefits your whole team. (Might: 200) |
Level 3: Increases dragon gauge fill rate by 11%. Benefits your whole team. (Might: 230) |
Level 4: Increases dragon gauge fill rate by 12%. Benefits your whole team. (Might: 260) |
Level 5: Increases dragon gauge fill rate by 15%. Benefits your whole team. (Might: 320) |
(Flame) Above 10 Hits = Strength: |
Level 1: If a team member is attuned to Flame: increases their strength by 6% when the combo count is 10 or higher. Benefits your whole team. |
Level 2: If a team member is attuned to Flame: increases their strength by 7% when the combo count is 10 or higher. Benefits your whole team. |
Level 3: If a team member is attuned to Flame: increases their strength by 8% when the combo count is 10 or higher. Benefits your whole team. |
Level 4: If a team member is attuned to Flame: increases their strength by 9% when the combo count is 10 or higher. Benefits your whole team. |
Level 5: If a team member is attuned to Flame: increases their strength by 13% when the combo count is 10 or higher. Benefits your whole team. |
Abilities:
Following are M.A.R.T.H.'s Abilities:
Last boost: |
Level 1: Fills 50% of the entire team's skill gauges when the user's H.P. drops to 30% (once per quest). This doesn't fill the skill gauges of dragons. (Might: 70)
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Level 2: Fills 100% of the entire team's skill gauges when the user's H.P. drops to 30% (once per quest). This doesn't fill the skill gauges of dragons. (Might: 100)
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Level 3: Fills 100% of the entire team's skill gauges when the user's H.P. drops to 30% (twice per quest). This doesn't fill the skill gauges of dragons. once activating, this ability won't activate once more for fifteen seconds. (Might: 120) |
Stun Res: |
Level 1: Reduces susceptibility to stun by 50%. (Might: 60) |
Level 2: Reduces susceptibility to stun by 100%. (Might: 100) |
Potent Stun Res: |
Level 3: Stun by 100% susceptibility is decreased. When the person is hit by an attack that could have stunned them, their strength increases by 15% for 10 seconds. After activating, this buff will now no longer activate once more for 15 seconds. (Might: 120) |
Flurry Devastation: |
Level 1: Increases critical rate by 10% when the combo count is 15 or higher. (Might: 80) |
Level 2: Increases critical rate by 13% when the combo count is 15 or higher. (Might: 100) |
Whirlwind Devastation: |
Level 3: Increases critical rate by 13% when the combo count is 10 or higher. (Might: 120) |
Skills:
Following are CELLIERA’s skills:
Ardent stream: |
Level 1: Deals 3 hits and 1 delayed hit of 196% water damage to enemies directly ahead. When Winter's Blade is active, this skill deals 3 hits and 1 delayed hit of 255% water damage to enemies directly ahead and inflicts freeze for 3-6 seconds with a 90% base chance. Frostbitten foes take 2 hits of 408% water damage instead. (Might: 100) |
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Level 2: Deals 3 hits and 1 delayed hit of 218% water damage to enemies directly ahead. When Winter's Blade is active, this skill deals 3 hits and 1 delayed hit of 283% water damage to enemies directly ahead and inflicts freeze for 3-6 seconds with a 100% base chance. Frostbitten foes take 3 hits and 1 delayed hit of 452.8% water damage instead. (Might: 200) |
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Level 3: Deals 3 hits and 1 delayed hit of 242% water damage to enemies directly. Winter's Blade is active, this skill deals 3 hits and 1 delayed hit of 315% water damage to enemies directly ahead and inflicts freeze for 3-6 seconds with a 110% base chance. Frostbitten foes take 3 hits and 1 delayed hit of 504% water damage instead. (Might: 300) |
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Level 4: Deals 4 hits of 265% water damage to enemies directly ahead. When Winter's Blade (Lv 2) is active, this skill deals 3 hits and 1 delayed hit of 345% water damage to enemies directly ahead and inflicts freeze for 3-6 seconds with a 110% base chance. Frostbitten foes take 3 hits and 1 delayed hit of 552% water damage instead. When Winter's Blade (Lv 3) is active, this skill deals 3 hits and 1 delayed hit of 345% water damage to enemies directly ahead and inflicts frostbite for 21 seconds - dealing 37% damage every 2.9 seconds - with a 120% chance. Frostbitten foes take 3 hits and 1 delayed hit of 552% water damage instead. (Might: 400) |
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Winter's Blade: |
Level 1: Grants the user the following effects for 10 seconds: |
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Level 2: Grants the user the following effects for 10 seconds: |
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Level 3: Grants the user the following effects until they next use this skill or a force strike: |
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Co-Abilities:
Following are CELLIERA’s Co-Abilities:
Strength: |
Level 1: Increases strength by 3%. Benefits your whole team. (Might: 110) |
Level 2: Increases strength by 4%. Benefits your whole team. (Might: 140) |
Level 3: Increases strength by 5%. Benefits your whole team. (Might: 170) |
Level 4: Increases strength by 7%. Benefits your whole team. (Might: 230) |
Level 5: Increases strength by 10%. Benefits your whole team. (Might: 320) |
(Water) HEALTH POWER Below 40 = Flame Res: |
Level 1: If a team member is attuned to Water: it reduces flame damage taken by them by 5% when their H.P. is 40% or below. Benefits your whole team. |
Level 2: If a team member is attuned to Water: it reduces flame damage taken by them by 5% when their H.P. is 40% or below. Benefits your whole team. |
Level 3: If a team member is attuned to Water: it reduces flame damage taken by them by 7% when their H.P. is 40% or below. Benefits your whole team. |
Level 4: If a team member is attuned to Water: it reduces flame damage taken by them by 7% when their H.P. is 40% or below. Benefits your whole team. |
Level 5: If a team member is attuned to Water: it reduces flame damage taken by them by 9% when their H.P. is 40% or below. Benefits your whole team. |
Skills:
Following are N.O.E.L.L.E.'s skills:
Best Regards: |
Level 1: Increases the strength of wind-attuned adventurers in the team by 15% for 15 seconds. (Might: 100) |
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Level 2: Increases the strength of wind-attuned adventurers in the team by 20% for 15 seconds. (Might: 200) |
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Level 3: Increases the strength of wind-attuned adventurers in the team by 25% for 15 seconds. (Might: 300) |
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Sincerely Yours: |
Level 1: Deals 2 hits of 399% wind damage to enemies directly ahead. (Might: 100) |
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Level 2: Deals 2 hits of 443% wind damage to enemies directly ahead. (Might: 200) |
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Co-Abilities:
Following are N.O.E.L.L.E.'s Co-Abilities:
Skill Damage: |
Level 1: Increases attack skill damage by 5%. Benefits your whole team. (Might: 110) |
Level 2: Increases attack skill damage by 6%. Benefits your whole team. (Might: 140) |
Level 3: Increases attack skill damage by 8%. Benefits your whole team. (Might: 170) |
Level 4: Increases attack skill damage by 11%. Benefits your whole team. (Might: 230) |
Level 5: Increases attack skill damage by 15%. Benefits your whole team. (Might: 320) |
(Wind) Water Res Doublebuff: |
Level 1: If a team member is attuned to Wind: reduces water damage taken by them by 3% for 15 seconds each time they receive a defense up buff. After activating, this ability will not activate again for 15 seconds. Benefits your whole team. |
Level 2: If a team member is attuned to Wind: reduces water damage taken by them by 3% for 15 seconds each time they receive a defense up buff. After activating, this ability will not activate again for 15 seconds. Benefits your whole team. |
Level 3: If a team member is attuned to Wind: reduces water damage taken by them by 5% for 15 seconds each time they receive a defense up buff. After activating, this ability will not activate again for 15 seconds. Benefits your whole team. |
Level 4: If a team member is attuned to Wind: reduces water damage taken by them by 5% for 15 seconds each time they receive a defense up buff. After activating, this ability will not activate again for 15 seconds. Benefits your whole team. |
Level 5: If a team member is attuned to Wind: reduces water damage taken by them by 7% for 15 seconds each time they receive a defense up buff. After activating, this ability will not activate again for 15 seconds. Benefits your whole team. |
Abilities:
Following are N.O.E.L.L.E.'s Abilities:
Buff Skill Time: |
Level 1: Increases duration of buff skills by 20%. (Might: 60) |
Level 2: Increases duration of buff skills by 25%. (Might: 80) |
Bog Res: |
Level 1: Reduces susceptibility to bog by 50%. (Might: 60) |
Level 2: Reduces susceptibility to bog by 100%. (Might: 100) |
Primed Defense: |
Level 1: Increases the defense of the adventurer you are currently controlled by 8% for 10 seconds every time their initial skill, displayed at the top of their skill list, becomes available for use. After activating, this ability will not activate again for 15 seconds. (Might: 60) |
Skills:
Following are SUMMER SINOA’s skills:
Chrono Trial: |
Level 1: Deals one hit of 1776% wind injury to the target and near enemies, attracts them together, inflicts poison - dealing 30.8% wind damage every 2.9 seconds for fifteen seconds - with one hundred pc chance, and grants the user one stack of Overload. Overload decreases skill gauge fill rate for the Chrono Trial skill by 30%. Overload will heap up to 3 times and isn't removed by shapeshifting. |
Overload is not applied once Chrono Trial is used as a shared skill. (Might: 100) |
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Level 2: Deals one hit of 1862% wind injury to the target and close enemies, attracts them together, inflicts poison - dealing 43.6% wind damage every 2.9 seconds for fifteen seconds - with 110% chance, and grants the user one stack of Overload. Overload decreases skill gauge fill rate for the Chrono Trial skill by 30%. Overload will heap up to a few times and isn't removed by shapeshifting. |
Overload is not applied once Chrono Trial is used as a shared skill. (Might: 200) |
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Level 3: DDeals one hit of 1920% wind injury to the target and close enemies, attracts them together, inflicts poison - dealing 58.2% wind damage every 2.9 seconds for fifteen seconds - with 120% chance, and grants the user one stack of Overload. Overload decreases the ability gauge fill rate for the Chrono Trial skill by 30%. Overload will gather a few times and isn't removed by shapeshifting. |
Overload is not applied once Chrono Trial is used as a shared skill. (Might: 300) |
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Bracing Summer: |
Level 1: Consumes all stacks of Overload and applies one of the following buffs at random to the user for each stack of Overload consumed: |
- Increases inspiration by two stages |
- Adds 10% to the modifier applied to critical damage for 30 seconds |
- Increases critical rate by 15% for 30 seconds |
The same buff will not be granted multiple times by one use of this skill. If this skill is used when the user has three stacks of Overload, all three buffs will be granted to the entire team. If this skill is used when the user has no stacks of Overload, one random buff from the above will be granted to the user. (Might: 100) |
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Level 2: Consumes all stacks of Overload and applies one of the following buffs at random to the user for each stack of Overload consumed: |
- Increases inspiration by two stages |
- Adds 15% to the modifier applied to critical damage for 30 seconds |
- Increases critical rate by 20% for 30 seconds |
The same buff will not be granted multiple times by one use of this skill. If this skill is used when the user has three stacks of Overload, all three buffs will be granted to the entire team. If this skill is used when the user has no stacks of Overload, one random buff from the above will be granted to the user. (Might: 200) |
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Co-Abilities:
Following are SUMMER SINOA’s Co-Abilities:
Skill Damage: |
Level 1: Increases attack skill damage by 8%. Benefits your whole team. (Might: 170) |
Level 2: Increases attack skill damage by 9%. Benefits your whole team. (Might: 200) |
Level 3: Increases attack skill damage by 11%. Benefits your whole team. (Might: 230) |
Level 4: Increases attack skill damage by 12%. Benefits your whole team. (Might: 260) |
Level 5: Increases attack skill damage by 15%. Benefits your whole team. (Might: 320) |
(Wind) Poison = User Water Res |
Level 1: If a team member is attuned to Wind: it reduces water injury taken by them by 3% for fifteen seconds after they with success poison an enemy. When activating, this ability won't activate once more for ten seconds. Advantages your whole team.
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Level 2: If a team member is attuned to Wind: it reduces water injury taken by them by 4% for fifteen seconds once they with success poison an enemy. When activating, this ability won't activate once more for ten seconds. Advantages your whole team. |
Level 3: If a team member is attuned to Wind: it reduces water damage taken by them by 5% for 15 seconds when they successfully poison an enemy. When activating, this ability will not activate again for 10 seconds. Advantages your whole team. |
Level 4: If a team member is attuned to Wind: it reduces water damage taken by them by 6% for 15 seconds when they, with success, poison an enemy. When activating, this ability won't activate once more for ten seconds. Advantages your whole team.
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Level 5: If a team member is attuned to Wind: it reduces water damage taken by them by 8% for 15 seconds when they successfully poison an enemy. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
Abilities:
Following are SUMMER SINOA’s Abilities:
Determination: |
Level 1: Increases damage dealt by the skill Chrono Trial based on the number of Overload stacks the user has. The first stack will increase damage by 15%, with additional stacks increasing damage by 5% each. (Might: 80) |
Level 2: Increases damage dealt by the skill Chrono Trial based on the number of Overload stacks the user has. The first stack will increase damage by 20%, with additional stacks increasing damage by 5% each. (Might: 100) |
Freeze Res: |
Level 1: Reduces susceptibility to freezing by 50%. (Might: 60) |
Level 2: Reduces susceptibility to freezing by 100%. (Might: 100) |
Skill Damage: |
Level 1: Increases attack skill damage by 25%. (Might: 80) |
Level 2: Increases attack skill damage by 30%. (Might: 100) |
There are many players in this game. However, we have gathered the most important information about the 5 best characters. The strengths and information of the five best characters or players of the game are given as follows:
Staying in power and offensive presence are the two key assets of Dragalia’s varying Axe users, which Ramona combines. Ramona runs a self-proc-able Strength Double buff with Primed Strength. She rarely sits at her base strength level and is also surprisingly mobile for an Axe user. Ramona is the one that can change directions throughout their Skill animation in the game, and no other character can do it.
Main Strengths of the Player
Skill 1 is Primed Strength, and Skill 2 is Double Strength buff, making sure that Ramona's power boosts are staggered so that it can provide more consistent overall damage. As with Vanessa, longevity is sacrificed but not with her as she is considerably Smith Shields' DEF buff, who meshes well with a defensive Co-Ability.
She is still locked mainly within Howling Meteor's animation, even if Ezelith can slightly alter her course. If Ramona finds herself in a wrong spot, she can reposition herself as she has a grant of a higher degree of freedom to reposition with six extra hits.
Taking the four former Light Bow adventurers to one side, Summer Cleo blows in with the tropical wind while effortlessly knocking. The number of user buffs increases the primary skills of Summer Cleo. Summer Cleo is a supportive Bow wielder and comparable to Gala Sarissa. The maximum number of shots fired by Parasol Shots at all times are ensured by high Skill Haste. A whopping four buffs provided by Tropical Breeze on their own. She gets access to the eventual High Zodiark’s Trial because of the Curse immunity. The potency of Paralysis in endgame content should be seen.
Main Strengths of the Player
Cleo can increase her skill uptime in multiple ways in line with her Co-Ability. The enhanced skill uptime will lead to more frequent Paralysis applications and team support.
Cleo has cursed immunity, and she rounds out the Light roster as a capable Bow adventurer. During all Zodiark-related content, this bow adventurer can maintain full Skill usage.
Cleo arrives has a Wand in hand, ears revealed, and is Shadow's first Gala Dragalia star. She shows an enormous buff zone and abundant Skill Shifts, which makes her offensive and defensive support unparalleled. For the foreseeable future, Cleo undisputedly marks her spot in the upper echelons of the Shadow roster. She did it by boosting the team's DPS and shelling out massive damage.
Main Strengths of the Player
The team-wide 25% STR boost is part of her primary skill in sports, a generous radius, and high uptime. Furthermore, topped off with occasional regain healing, Cleo's second skill shift can reduce both enemy STR and DEF.
Cleo finds herself a viable pick for any light-attuned content as she joins a shallow pool of blind-immune adventurers.
Cleo gets a head start on both Skill Shifts as she has two damaging skills instantly available. These two skills grant her massive burst damage.
Celliera is the co-star of a Splash of Adventure Summer and is less of a powerhouse than Xander, so she makes up with her supportive capabilities. Reminiscent of Marth, The Skill Shift of Celliera scale over time, leads to a powerful 20% Attack Rate boost. Celliera performs well both in a vacuum and with a team as she is capable of self-double buffing.
Main Strengths of the Player
Like banner mate Julietta’s, the Skill Shift of Celliera builds upon itself. It reaches an extreme 20% jump in Attack Rate. Celliera packs real support to rival Elisanne between STR boosts, increased Buff Time and Bog applications.
Celliera has some teeth of her own, though labeled as a Support unit. She can contribute to team DPS by reliably double buffing herself.
The flagship Windswept Warriors showcase is Victor. He is also wind's first 5★ Blade user as he has been readily available on his primary skill. That's why he considers himself an offensive powerhouse and easier to pilot than Addis. Victor comes chock full of team-wide defensive utilities, the most notable being the immunity to knockbacks and his top-tier damage output.
Main Strengths of the Player
You get Victor's Bleed right off the bat, and it doesn't depend on using Skills in tandem. It would not be much difficult to make hitting three stacks in comparison to Addis's kit.
Victor can increase the survivability of his team by enhancing Water Res and a decent-sized %HP shield. Team-wide knockback immunity is most important, which acts as a bonus, was previously exclusive to Julietta. The immunity gets extended to almost 20 seconds with Innate Buff Time.
This article provides information about the 5 best players in the game. The information given will help you to know the character well. It will also help you to play the game well as every character has different strengths. You can use the character well if you know the strength of the character; otherwise, it would take time to understand the character's powers and strength. Choose the player according to your needs and make your moments special by playing Dragalia Lost.