Sands of Wrath Events

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Sands of Wrath

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Sands of Wrath Overview

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Shop

Guide for Intel Exchange
Duration: June 14th 2024 to July 15th 2024.

General

The Event Shop currency used in this event is Unnamed Medal .

  • For context, one run in Wasteland Hound: 30 Serum gives 72~80 Unnamed Medal .
  • Wasteland Hound can be Multi-Challenged up to 8 times maximum.
  • Reaching Authority Level 25 will unlock the "Auto Clear" button that immediately clears the stage with the specified number of Multi-attempts.
Farming Tips

Use Noctis: Indomitus when completing stages to obtain Authority Lv.19 permission effects in advance:

  • All characters have Super Armor permanently.
  • Gains 3 Orbs of the same color every 6s.
  • Extra DMG Bonus increases by 3% * 16 = 48%.
Event Shop Tips

It is generally not recommended to redeem: Ironclad Boxing Gloves in the "Limited" section as it can be farmed at any time through the Dorm and will not be worth the Serum spent otherwise.
ALL 6 star Memories can be farmed so do take the chance to stock up.

Version Limited
01

Heisen
484
02

Heisen
484
03

Heisen
484
04

Heisen
484
05

Heisen
484
06

Heisen
484

Ironclad Boxing Gloves
x1
Available: 20
44

Inver-Shard - Indomitus
x1
Available: 30
44

Laidback Sofa
x1
Available: 1
176

Spray Art
x1
Available: 1
176

Pump Track
x1
Available: 1
176

Freestyle Baseball
x1
Available: 1
176

Skateboard Rack
x1
Available: 1
176

Street Graffiti
x1
Available: 1
176
Material Shop

6★ Memory Shard
x15
62

Overclock Material Box (β)
x6
81

Weapon Enhancer IV
x6
141

Overclock Material Box (α)
x8
27

Memory Enhancer IV
x16
125

Aura Chip
x10
110

EXP Pod (L)
x5
92

Cog Pack (XL)
x1
73

Aura Basic Unit
x10
110

Skill Point
x8
33

Cogs
x1350
1

Support Skill Component
x8
154

Support Overclock Bundle (L)
x5
180

Support Overclock Bundle (S)
x5
60

Integrated CUB EXP (L)
x2
84
Memory Shop
01

Condelina
550
02

Condelina
550
03

Condelina
550
04

Condelina
550
05

Condelina
550
06

Condelina
550
01

Shakespeare
550
02

Shakespeare
550
03

Shakespeare
550
04

Shakespeare
550
05

Shakespeare
550
06

Shakespeare
550
01

Darwin
550
02

Darwin
550
03

Darwin
550
04

Darwin
550
05

Darwin
550
06

Darwin
550
01

Hanna
550
02

Hanna
550
03

Hanna
550
04

Hanna
550
05

Hanna
550
06

Hanna
550
01

Cottie
550
02

Cottie
550
03

Cottie
550
04

Cottie
550
05

Cottie
550
06

Cottie
550
01

Da Vinci
550
02

Da Vinci
550
03

Da Vinci
550
04

Da Vinci
550
05

Da Vinci
550
06

Da Vinci
550
01

Catherine
550
02

Catherine
550
03

Catherine
550
04

Catherine
550
05

Catherine
550
06

Catherine
550
01

Einsteina
550
02

Einsteina
550
03

Einsteina
550
04

Einsteina
550
05

Einsteina
550
06

Einsteina
550
01

Philip II
550
02

Philip II
550
03

Philip II
550
04

Philip II
550
05

Philip II
550
06

Philip II
550
01

Guinevere
550
02

Guinevere
550
03

Guinevere
550
04

Guinevere
550
05

Guinevere
550
06

Guinevere
550
01

Frederick
550
02

Frederick
550
03

Frederick
550
04

Frederick
550
05

Frederick
550
06

Frederick
550
01

Patton
550
02

Patton
550
03

Patton
550
04

Patton
550
05

Patton
550
06

Patton
550
01

Bathlon
550
02

Bathlon
550
03

Bathlon
550
04

Bathlon
550
05

Bathlon
550
06

Bathlon
550
01

Chen Jiyuan
550
02

Chen Jiyuan
550
03

Chen Jiyuan
550
04

Chen Jiyuan
550
05

Chen Jiyuan
550
06

Chen Jiyuan
550
01

Koya
550
02

Koya
550
03

Koya
550
04

Koya
550
05

Koya
550
06

Koya
550
01

Leeuwenhoek
550
02

Leeuwenhoek
550
03

Leeuwenhoek
550
04

Leeuwenhoek
550
05

Leeuwenhoek
550
06

Leeuwenhoek
550
01

Wu'an
550
02

Wu'an
550
03

Wu'an
550
04

Wu'an
550
05

Wu'an
550
06

Wu'an
550
01

Flamel
550
02

Flamel
550
03

Flamel
550
04

Flamel
550
05

Flamel
550
06

Flamel
550
01

Lucrezia
550
02

Lucrezia
550
03

Lucrezia
550
04

Lucrezia
550
05

Lucrezia
550
06

Lucrezia
550
01

Tifa
550
02

Tifa
550
03

Tifa
550
04

Tifa
550
05

Tifa
550
06

Tifa
550
01

Jack
550
02

Jack
550
03

Jack
550
04

Jack
550
05

Jack
550
06

Jack
550
01

Elizabeth
550
02

Elizabeth
550
03

Elizabeth
550
04

Elizabeth
550
05

Elizabeth
550
06

Elizabeth
550
01

Seraphine
550
02

Seraphine
550
03

Seraphine
550
04

Seraphine
550
05

Seraphine
550
06

Seraphine
550
01

Marco
550
02

Marco
550
03

Marco
550
04

Marco
550
05

Marco
550
06

Marco
550
01

Unimate
550
02

Unimate
550
03

Unimate
550
04

Unimate
550
05

Unimate
550
06

Unimate
550
01

Isabel
550
02

Isabel
550
03

Isabel
550
04

Isabel
550
05

Isabel
550
06

Isabel
550
01

Boone
550
02

Boone
550
03

Boone
550
04

Boone
550
05

Boone
550
06

Boone
550
01

Shelley
550
02

Shelley
550
03

Shelley
550
04

Shelley
550
05

Shelley
550
06

Shelley
550
01

Charlotte
550
02

Charlotte
550
03

Charlotte
550
04

Charlotte
550
05

Charlotte
550
06

Charlotte
550
01

Turing
550
02

Turing
550
03

Turing
550
04

Turing
550
05

Turing
550
06

Turing
550
01

Aline
550
02

Aline
550
03

Aline
550
04

Aline
550
05

Aline
550
06

Aline
550
01

Diesel
550
02

Diesel
550
03

Diesel
550
04

Diesel
550
05

Diesel
550
06

Diesel
550
01

Fran
550
02

Fran
550
03

Fran
550
04

Fran
550
05

Fran
550
06

Fran
550

Operation Energy Recycling

Guide for the Operation Energy Recycling Event
Duration: June 14th 2021 02:00 to July 14th 2021 06:59 (UTC)

Rewards

Common Detector

1,000 Progress 2,000 Progress 3,000 Progress 4,000 Progress 5,000 Progress 6,000 Progress 7,000 Progress 8,000 Progress 9,000 Progress 10,000 Progress
x5
x5
x1
x5
x80
x200000
x150
x10
x10
x250

Wide-Range Detector

2,000 Progress 4,000 Progress 6,000 Progress 8,000 Progress 10,000 Progress 12,000 Progress 14,000 Progress 16,000 Progress 18,000 Progress 20,000 Progress
x5
x5
x1
x5
x100
x2
x15
x3
x250
x1

Rules

  • One Detection with the Common Detector costs 20 Button Batteries. 10 Detections with the Common Detector costs 200 Button Batteries.
  • One Detection with the Wide-Range Detector costs 50 Button Batteries. 10 Detections with the Wide-Range Detector costs 500 Button Batteries.
  • Three "Nanami"s are guaranteed as one of the results for every 10 Detections.
Detection Result Common Detector Points Wide-Range Detector Points Detection Rate
Three Different Symbols 200 400 50.11%
Same Two Symbols 250 500 37.59%
Same Three Symbols (Not "Nanami") 300 600 2.09%
Three "Nanami"s 500 1000 10.21% (Including the Guarantee)

Tips

If all Accumulation Missions are completed, 10 Days worth of Daily Missions must be completed to guarantee all rewards.
  • 3080 Button Batteries are required to obtain all rewards, or 44 Detections for the Common Detector and 44 Detections for the Wide-Range Detector.
    • 2160 are from the Accumulation Missions, and the remaining 920 must be obtained from Daily Missions, which is approximately 10 Days.
  • For the Common Detector, if you have fewer than 2100 Points remaining (7900 or more Points acquired), it is better to acquire the remaining Points with multiple [Detect 1 times] because a [Detect 10 times] will waste Button Batteries.
    • 420 additional Button Batteries will be required to guarantee all rewards if only [Detect 10 times] are used.
  • It is NOT recommended to buy packs in the Top-up shop for additional Button Batteries.

Calculations

Assumption 1: The minimum number of Points are received for all Detections with the exception of every 10th Detection.

Minimum Points for 1 [Detect 10 times]:
9 Detections * 200 Points (Three Different Symbols) + 1 Detection * 500 Points (Three "Nanami"s) = 2300 Points

Maximum Detections needed to reach 10000 Points:
4 * 2300 Points [Detect 10 times] + 4 * 200 Points [Detect 1 times] = (4 * 10 + 4) Detections = 44 Detections

Assumption 2: The Wide-Range Detector requires the same number of Detections to clear as the Common Detector, as it doubles both the Points received for each Detection outcome and the required Points for total rewards.

Therefore, the total Button Battery requirement is:
44 * 20 (Common Detector) + 44 * 50 (Wide-Range Detector) = 3080 Button Batteries.

Assumption 3: All Accumulation Missions have been completed.

The number of Button Batteries required from Daily Missions is:
3080 - [9 * 270] (Accumulation Missions) = 920 Button Batteries.

Since 100 Button Batteries are received daily by completing all Daily Missions, this amounts to 10 Days (rounded up) of Daily Missions required.

Missions

Daily Missions Description Rewards
Daily Gift Login once today
x10
Energy Supply I Total Activity reaches 60 points today
x20
Energy Supply II Total Activity reaches 100 points today
x20
Energy Circulation I Use a total of 60 Serum today
x20
Energy Circulation II Use a total of 150 Serum today
x20
Accumulation Missions Description Rewards
Event Mission I Clear 4 Phantom Pain Cage stages for the first time
x270
Event Mission II Clear 3 War Zone stages for the first time
x270
Event Mission III Clear 3 Simulated Siege stages for the first time
x270
Event Mission IV Clear Scorpio Assault under Difficulty III once
x270
Event Mission V Clear The Meandering Three - Fenrir once
x270
Event Mission VI Clear Devour Wave Escape - Spacetime Simulation
x270
Event Mission VII Play Beach Fight once
x270
Event Mission VIII Accumulate 5 points in Limit Break
x270

Devour Wave Escape: Tides of Time

Guide for Devour Wave Escape: Tides of Time Event
Duration: June 20th 2024 to July 8th 2024.

Image Guide

1
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5

General

Challenge a series of stages and defeat waves of enemies within the time limit. Clear all Chapters to get all rewards!

  • There are 2 difficulty modes: "Ordinary Mode" and "Nightmare Mode", each having 6 Chapters respectively.
  • Within each Chapter there are Blue/Purple [Battle Nodes] and Green [Strategy Nodes], one Node at each stage must be cleared to clear the Chapter.
    • [Battle Nodes] consists of multiple waves of enemies that must be defeated within the time limit.
    • [Strategy Nodes] allow Players to select a Strategy Bonus to help clear the Chapter.
  • A common time limit is used across all Stages/Nodes when challenging a Chapter, if the time runs out, the challenge will fail.
  • If a Stage is successfully cleared, the time limit will be extended depending on [Combat Node] difficulty.
    • Each Chapter in "Ordinary Mode" begins with a time limit of 2:00.00 or 2 minutes.
    • Each Chapter in "Nightmare Mode" begins with a time limit of 1:40.00 or 100 seconds.
  • Players can build a team using any of their Omniframes or Uniframes, or use the following trial characters:

Combat Nodes

If Players are struggling, it is recommended to look ahead at the effects of all [Combat Nodes] before beginning the Chapter to select [Strategy Nodes] accordingly.

  • "Ordinary Mode" consists of Blue [Combat Nodes], with a final Purple [Combat Node] in each chapter.
    • "Nightmare Mode" replaces all [Combat Nodes] with a more difficult rating: Blue becomes Purple, and Purple becomes Orange.
  • Blue and Purple [Combat Nodes] rewards a neutral or positive benefit to the time limit, while Orange Nodes imposes a penalty.
    • These effects are only active within the respective stage, while Strategy Nodes provides effects that last the entire Chapter.
  • Blue [Combat Nodes] award a bonus of 90 seconds to the time limit when cleared, while Purple [Combat Nodes] award 70 seconds.
  • Some stages (each level in a Chapter) have more than one Node, where Players can choose which Node and its corresponding effect to activate.

Strategy Nodes

Select Strategy Bonuses to improve damage output or extend the time limit!

  • Each [Strategy Node] allows Players to select 1 of 3 Strategy/Tactical Bonus that will last for the remainder of the Chapter.
  • There are multiple different categories of [Strategy Integration] that Players can choose from. Many stages allow Players to choose from 1 of 2 categories.
  • Some Examples of [Strategy Integration] are:
    • Strategy Integration - Overload: Tactical bonus becomes enhanced when there is less time remaining.
    • Strategy Integration - Overwrite: Tactical bonus becomes enhanced when there is more time remaining.
    • Strategy Integration - Overclock: Accelerate the flow of time for power bonuses.
    • Strategy Integration - Cache: Actions increase remaining time but reduce abilities.
    • Strategy Integration - Invasion: Actions reduce the remaining time but boost abilities.

Event Mission Rewards

Standard Mission

Event Mission Description Rewards
Apprentice of Time - I Clear Chapter: Spacetime Simulation
x40
x4
x20000
Apprentice of Time - II Clear Chapter: Recompiled Code
x40
x12
x20000
Apprentice of Time - III Clear Chapter: Overclock Acceleration
x40
x3
x12
Apprentice of Time - IV Clear Chapter: Data Contamination
x40
x3
x12
Apprentice of Time - V Clear Chapter: Computational Overload
x40
x3
x12
Apprentice of Time - VI Clear Chapter: Chaotic Spacetime
x50
x3
x12

Challenge Mission

Event Mission Description Rewards
Challenger of Time - I Complete 2 battles in Nightmare Chapter: Spacetime Simulation
x75
x5
x30000
Master of Time - I Clear Nightmare Chapter: Spacetime Simulation
x1
x15
x30000
Challenger of Time - II Complete 3 battles in Nightmare Chapter: Recompiled Code
x75
x5
x20
Master of Time - II Clear Nightmare Chapter: Recompiled Code
x1
x5
x20
Challenger of Time - III Complete 3 battles in Nightmare Chapter: Overclock Acceleration
x75
x5
x20
Master of time - III Clear Nightmare Chapter: Overclock Acceleration
x1
x5
x20
Challenger of Time - IV Complete 3 battles in Nightmare Chapter: Data Contamination
x75
x5
x30000
Master of time - IV Clear Nightmare Chapter: Data Contamination
x1
x15
x30000
Challenger of Time - V Complete 3 battles in Nightmare Chapter: Computation Overload
x100
x5
x20
Master of time - V Clear Nightmare Chapter: Computation Overload
x1
x5
x20
Challenger of Time - VI Complete 3 battles in Nightmare Chapter: Chaotic Spacetime
x100
x5
x20
Master of time - VI Clear Nightmare Chapter: Chaotic Spacetime
x1
x5
x20

The Meandering Three

Guide for The Meandering Three Event
Duration: June 14th 2024 to July 14th 2024.

Image Guide

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General

Clear all stages with the Cerberus Team to get all rewards!

  • There are two types of Stages:
    • Wanderer Record: Story Oriented with Easy and Hard Modes.
      • Clearing Combat Stages in Wanderer Record for the first time will award Special "Honey Cake" .
      • There are 4 Hard Mode Stages in Wanderer Record that have additional Goals to clear the Stage within a time period, and will award more Special "Honey Cake" after clearing these Goals for the first time.
    • Wild Waste: Combat Oriented against 5 different Bosses in Easy and Hard Modes.
      • Clearing Stages in Wild Waste for the first time will award Movie Film: Cerberus .
      • Hard Mode Stages in Wild Waste have additional Goals to clear the Stage within a time period, and will award more Movie Film: Cerberus after clearing these Goals for the first time.
  • Only Cerberus Team Constructs that are owned by the Player or their Trial Units can be used in this Event, these are:
  • This Event introduces a few new Mechanics that are exclusive to it:
    • Synergy Energy is shared across the entire team and is gained when performing attacks.
    • Synergy Switch can be performed when Constructs cast Signature Moves or trigger their Core Passives while the Synergy Energy bar is full.
      • Synergy Switch is a more powerful version of a QTE (Quick Time Event) that does not require a 3-Ping beforehand, Players will be able to freely choose which Construct to switch into while performing a Synergy Switch.
      • The Cerberus Member that was selected during a Synergy Switch will release their equipped Synergy Skill, while the Construct to be switched out will stay on the battlefield for 4 Seconds and keep attacking.
      • 20 Synergy Signature Energy is gained for every Synergy Switch, and cannot be gained past 99 Synergy Signature Energy.
      • After reaching 99 Synergy Signature Energy Players will be able to tap the Synergy Energy bar to unleash Synergy Signature Move which deals massive Lightning DMG and increases all members' Elemental ATK by 25%, this buff can be stacked up to 5 times.
      • Performing a Synergy Switch after a Signature will return 50 bonus Synergy Energy.
    • There are two kinds of Synergy Skill/Synergy Battle Skills that are activated for each unique Cerberus Member selected whenever a Synergy Switch occurs:
      • Core Passive related Skill: Deals massive Lightning DMG and helps advance the Cerberus Member's Core Passive activation requirements.
      • Team wide buffs or AOE related Skills: Temporarily supports Combat for 5 Seconds.

Advice

Do not use or switch into Noctis: Indomitus in battle, their damage output does not justify the time taken to use them in combat!

  • In Wanderer Record Hard Mode Stages or Hard Difficulty Wild Waste Stages, Players must prioritize clearing the Stage as quickly as possible no matter the cost.
  • As it is possible to clear all Stages with all rewards with Trial Units given the strategy stated below, it is highly recommended for Players to use the Trial Unit versions of all Cerberus Members unless their Units are above SS rank, have their Signature Weapon, and have a higher BP. This is especially important for No. 21: Feral as her Signature Weapon greatly influences the amount of damage she can deal in a minimal amount of time.
  • All Cerberus Members must be kept alive for the EX Trailblazer Stage to be able to use Synergy Signature Move.
  • The general strategy is to quickly activate Construct Core Passives or preferably their Signature (as it returns 50 bonus Synergy Energy) to build up 99 Synergy Signature Energy through Synergy Switch to unleash Synergy Signature Move, which increases all members' Elemental ATK by 25% and can stack 5 times.
  • This is the recommended Team Layout:
Blue
Leader

Feral

Leader: Buffs herself as well as the whole team as the main damage dealer.
Players should start with building up Feral's Core Passive and finish with Feral's Signature Skill before switching to Garnet.
Feral's Signature activates Lag Calculation so its animation is not counted in the timer, which will be critical in clearing some Stages fast enough.
Feral should ideally be on the battlefield most of the time.
Red

Garnet

Synergy Signature Energy builder: Should spend a minimal amount of time on the battlefield.
Garnet's purpose is to build up Synergy Energy through 3-Pings and to immediately switch to Feral with Synergy Switch using her Core Passive.
Animation Cancelling 3-Ping animations by sprinting right after 3-Ping activation and avoiding the use of Garnet's Signature can be critical in clearing some Stages fast enough for all rewards.
Yellow

Indomitus

Starter: Players should switch to Feral immediately after entering the Stage to activate Feral's Amplifier Class skill that buffs ATK and Elemental DMG.
Indomitus's Core Passive requires Players to hold down the Basic Attack Button, which is extremely time consuming relative to the other Cerberus Team Members.
Indomitus should never be used outside of being a Starter if possible, however Players must keep him in their Teams to be able to use Synergy Signature Move and build Synergy Energy past 20.
  • The easiest way to clear Stages as fast as possible is to follow this approximate playing rotation:
    • 1. Start with Noctis: Indomitus when entering the Stage.
    • 2. Switch into No. 21: Feral, build up her Core Passive and activate it, continue building up Synergy Energy until its full, once it is, use No. 21: Feral's Signature.
    • 3. Switch into Vera: Garnet with Synergy Switch, ignore the fully charged Lightning Fall, rapidly hit 3-Pings while Animation Cancelling with Sprinting to bypass animations and build up Synergy Energy as quickly as possible until its full. Use Lightning Fall and not Vera: Garnet's Signature once the Synergy Energy bar is full.
    • 4. Repeat steps 2 and 3 until there is 99 Synergy Signature Energy, activate the Synergy Signature Move. Step 2 and 3 should take about 17 to 20 Seconds for each rotation (No. 21: Feral Signature should be activated once every 17-20 Seconds).
    • 5. Repeat step 4 until all enemies are defeated.
  • It is not recommended to purchase Special "Honey Cake" or Movie Film: Cerberus with Black Cards in the Old Saloon Event Shop as all required materials can be gained naturally through clearing all Event Stages.

Old Saloon Event Shop

It takes 3075 Special "Honey Cake" to redeem everything in the Shop, a maximum of 3100 Special "Honey Cake" can be obtained in this Event.

Wanderer Record

Event Construct R&D Ticket
x250
Available: 1
200

Event Construct R&D Ticket
x250
Available: 1
200

Trade Voucher
x100
Available: 10
50

Stamp - Outrage
x1
Available: 1
200

Stamp - Bring It On
x1
Available: 1
200

Leap Wafer Chip
x45
Available: 15
30

Aura Basic Unit
x10
Available: 21
25

Hypertune Crystal β
x5
Available: 16
20

Hypertune Crystal α
x15
Available: 32
15

Special "Honey Cake"
x10
Available: 40
10

It takes 2600 Movie Film: Cerberus to redeem everything in the Shop, which is also the maximum amount that can be obtained in this Event.

Wild Waste

Punk Dynamo
x1
Available: 1
200

Event Construct R&D Ticket
x250
Available: 1
200

Trade Voucher
x100
Available: 10
50

Stamp - Don't Run Away
x1
Available: 1
200

EXP Pod (L)
x1
Available: 30
20

Weapon Enhancer IV
Available: 20
20

Memory Enhancer IV
x1
Available: 20
20

Cog Pack (XXL)
x1
Available: 5
20

Movie Film: Cerberus
x10
Available: 20
10

Tactics Overview

Cerberus

Squad: Task Force.
  • With 100 Synergy Energy, cast a Signature or trigger the Core Passive to trigger a Synergy Switch.
  • Performing a Synergy Switch after a Signature will return 50 bonus Synergy Energy.
  • Each Synergy Switch will grant 20 Synergy Signature Energy.
  • With full Synergy Signature Energy, press the button to send the enemy to hell.
Synergy Battle Skill
Welcome to Hell!

Casts with 99 Synergy Signature Energy to deal massive lightning DMG across the screen.

Song of Hell

Casting the Synergy Signature will increase all members’ ATK by 25%. Can be stacked up to 5 times.

No. 21

Squad: Cerberus.
  • In this mode, No. 21’s strength is modified.
  • With full Synergy Energy, No. 21 can trigger a Synergy Switch by performing one of the following actions:
    • 1. Enters the Wolfspirit Form and casts the last Basic Attack hit.
    • 2. Casts Signature - Sky-ripping Arcflash.
Synergy Battle Skill
Fierce Predator

Casts it with full Synergy Energy to deal massive Lightning DMG and then enters the Predator Stance. Tap Basic Attack to trigger Forceful Pounce.

Synergistic Entrance

Removes all members’ debuffs. And for the next 5s, every time when dealing damage, restores HP equal to 2% of the DMG to all members.

Noctis

Squad: Cerberus
  • In this mode, Noctis’ strength is modified.
  • With full Synergy Energy, Noctis can trigger a Synergy Switch by performing one of the following actions:
    • 1. Casts Magnetic Blast to enter the Thunder Burst Form.
    • 2. Casts Skull Crush.
Synergy Battle Skill
Lightning Bomb

Casts with full Synergy Energy to deal massive Lightning DMG and directly enters the Burst Form.

Synergistic Entrance

Pulls enemies to the center for 5s and inflicts Sticky Mine on all the enemies on the battlefield. Upon 20 stacks or when the time is up, deals Lightning DMG based on the number of stacks.

Vera

Squad: Cerberus.
  • In this mode, Vera’s strength is modified.
  • With full Synergy Energy, Vera can trigger a Synergy Switch by performing one of the following actions:
    • 1. Press and hold Basic Attack to cast Lightning Fall.
    • 2. Casts Signature - Shining Piercer.
Synergy Battle Skill
Dazzling Banner

Casts with full Synergy Energy to deal massive Lightning DMG and restores 3 stacks of Electric Charge. Press and hold Attack to follow up with a Lightning Fall.

Synergistic Entrance

Increases all members’ DMG Reduction by 30% and Super Armor reduction speed by 100% for 5s.

Limit Break

Guide for the Limit Break Event
Duration: June 30th 2024 to July 15th 2024.

Image Guide

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General

Adjust the Stages and your team to get enough points for all rewards!
  • Each Stage has 3 Buffed characters that gain massive stat bonuses if used in their corresponding Stages.
    • Trial Constructs are provided for each corresponding Stage.
  • Players can select the enemies and Affixes to adjust the [Pressure] for each Stage.
  • Rewards for this Event are based on the number of [Event Points] obtained; there being 5 available per Stage, 2 Stages per Chapter, and 5 total Chapters.
    • 3 [Event Points] per Stage are awarded for completing a Stage with a certain [Pressure].
    • After completing a Stage with 2 points, the maximum [Pressure] for the Stage increases and an additional [Hard-Difficulty Point] can be obtained for that Stage.
    • Each Stage has a [Special Target Point], which is an [Event Point] awarded for fulfilling a specific condition during the Stage such as setting certain Affixes or completing the Stage within a certain time limit.

Advice

Setting Stages to maximum [Pressure] is not required to get the maximum [Event Points]!
  • Obtaining the normal [Event Points], including the [Hard-Difficulty Point], is based on meeting a minimum [Pressure] value that is always lower than the maximum [Pressure] of the Stage. Higher [Pressure] does not yield additional rewards.
  • The [Special Target Point] does not need to be reacquired on subsequent runs of the same Stage. Once it is acquired, it is permanent.
  • Some [Special Target] challenges might be easier to complete with specific Affixes, think strategically for best results!

Rewards

3 Event Points 5 Event Points 10 Event Points 13 Event Points 15 Event Points 20 Event Points 23 Event Points
x3
x3
x10
x50
x30
x10
x100
x5
x50000
x3
x3
x10
x75
x5
x30
x100
x5
x50000
x3
x3
x10
25 Event Points 30 Event Points 33 Event Points 35 Event Points 40 Event Points 45 Event Points 50 Event Points 60 Event Points
x75
x5
x30
x100
x5
x50000
x1
x10
x50000
x50
x15
x30
x100
x5
x50000
x100
x10
x50000
x20
x10
x10
x100000