Released 2/6/2025
This guide was translated into English by AI from the Korean version. View original (Korean)
A strong pick: a Water Rocket Launcher Burst 2 Supporter.
Every Full Burst she heals allies, stores overheal, and grants Increased ATK, and every third Full Burst she reduces debuff stacks.
With a 40-second Burst cooldown, she assumes a double-Burst setup.
grants all allies an effect based on use count when Full Burst Time starts. Once: increased HP recovery; twice: increased distributed damage; three times: reduced stack count of stackable debuffs, and lower-tier effects stay active. If a same-squad ally is still on the field when Full Burst Time starts, it heals all allies every 1 second based on the caster's max HP.
grants all allies an effect based on use count after Full Burst Time ends. Once: Increased Hit Rate; twice: Increased ATK based on caster's ATK; three times: increased Reload Speed, and lower-tier effects stay active.
stores HP recovery received in excess of max HP for all allies, up to the caster's max HP, and grants healing based on the caster's max HP and Increased ATK based on caster's ATK.
When Full Burst starts, use the Burst Skill to apply 's healing, overheal storage, and Increased ATK.
triggers right after Full Burst ends, so check that the Hit Rate, ATK, and Reload Speed buffs carry over to the next engagement.
Auto play is usually enough. To use the same-squad extra healing, include allies from the squad named in the skill text.
Some teams run without Mast, but the buff design changes. Some also just swap the slot with another Burst 2 that grants distributed damage, such as Crust.
She reduces the debuffs that build up on each Full Burst entry only on the third Full Burst, matching Mast: Romantic Maid's stack management. Increased distributed damage and ATK buffs stack together in the same team.
If you align Burst order with a DPS that relies heavily on distributed damage, 's distributed damage increase applies right away.
Prioritize Resilience Cube to cut Rocket Launcher reload time. 's storage scales with the caster's max HP, so Vigor Cube can boost HP. If you need more Burst Gauge, Quantum Cube is the next option. If Harmony Cube levels differ a lot, use the higher-level cube before following the ranking.
Elemental Advantage damage and ATK are the baseline. Adjust the remaining lines with Rocket Launcher Max Ammo and Hit Rate based on range and boss parts.
is the gate for distributed damage and debuff mitigation, so raise S1 first. handles ATK and Reload after Full Burst ends, so raise S2 next. 's core is overheal storage and healing, but if resources are tight, lock it around 7 and finish S1 and S2 first.
Against Fire bosses (Water has the advantage), matching elements keeps buff value stable. Her role grows in Union Raid, special enemy fights, and Solo Raid where long fights overlap with distributed damage teams. In Arena she is used in teams that want both Rocket Launcher Burst charging and stored healing.
Every Full Burst grants all allies healing, overheal storage, and Increased ATK.
At the start of Full Burst it stacks increased HP recovery and increased distributed damage, and on the third Full Burst it reduces debuff stacks.
After Full Burst ends it stacks Hit Rate, ATK, and Reload Speed in order.
Burst cooldown is 40 seconds, so a single Burst 2 alone has trouble keeping up with the Full Burst cycle.
triggers after Full Burst ends, so its ATK and Hit Rate buffs do not cover the whole Full Burst window.
The extra healing for same-squad allies has a team composition condition.