Zakum#3080
Stitch#8913
To begin with there are weapon types, weapon archetypes, and weapon roles. Weapon types and archetypes are defined in game, while roles would be the value they bring to your build. The weapon types would be bow, scythe, dual guns, and so on, however this isn’t really important. I believe the weapon archetype and role to be the more important in choosing what weapons you want to bring, as we will see in some theoretical builds later in this guide.
There are 3 different weapon archetypes in ToF: Attacker, Tank, Support.
Equipping 1 of each archetype results in the balanced resonance. This gives you a 5% boost to damage and damage reduction when solo. In team play or coop this is a 20% increase to shield break efficiency and healing, as well as a 25% increase to damage and damage reduction.
Attacker is primarily damage focused weapons, where having 2 or more equipped will give you the attack resonance. This gives you a 10% damage boost in solo play, and a 40% damage boost in team play.
Tank is primarily shield break/shields/damage reduction focused weapons where equipping 2 or more will give you the tank resonance. This gives you a 60% aggro buff and 25% damage reduction in solo play, and a 60% aggro buff with 45% damage reduction in team play.
Support is primarily healing and buff focused weapons, where having 2 or more equipped gives you the support resonance. This gives you a 100% increase to outgoing heals in solo play, and a 200% increase in team play.
Let's take a look at each character's weapon.
Weapon | DPS | DoT | Shield Break | Energy Charge | Heals | Shields | Attack Buff | i-frames | Dmg reduction | CC immune |
---|---|---|---|---|---|---|---|---|---|---|
Bai Yuekui | ✓ | ✓ | ✓ | |||||||
Marc | ✓ | ✓ | ✓ | ✓ | ✓ | |||||
Hane | ✓ | ✓ | ✓ | ✓ | ||||||
Zero | ✓ | ✓ | ✓ | ✓ | ✓ | |||||
KING | ✓ | ✓ | ||||||||
Shiro | ✓ | ✓ | ||||||||
Coco Ritter | ✓ | ✓ | ✓ | ✓ | ||||||
Meryl | ✓ | ✓ | ✓ | ✓ | ||||||
Karasuma | ✓ | ✓ | ✓ | |||||||
Cobalt-B | ✓ | ✓ | ||||||||
Claudia | ✓ | ✓ | ✓ | |||||||
Samir | ✓ | ✓ | ||||||||
Huma | ✓ | ✓ | ✓ | |||||||
Nemesis | ✓ | ✓ | ✓ | ✓ | ✓ |
On my main I typically use Karasuma, Hane, and Marc. This is by no means optimal, especially because I lack 2p Claudia chip but I will get into that in another guide as chips play a significant role when it comes to the effectiveness of a build. ~~The hardships of a f2p…~~. The concept of this build was to boost my energy recharge with Marc and Hane, enabling me to spam Karasuma’s switch skill. At the same time Hane buffs my attack damage, and doubles as a DoT when I need it. In addition Marc boosts survivability via his shields (and with dupes he can buff attack damage as well). In summary, it becomes a balancing act between offensive buffs, survivability and raw damage. Karasuma is kind of a special case as in most other cases you want to break shield, he simply spams his “plunge” attack regardless. Because this requires finesse it’s preferable to do this on pc, with two examples provided below.
DPS Showcase 1
DPS Showcase 2
On my alt; I plan on using Bai, Hane, Claudia. This is far more optimal as it has most of what you look for in an offensive oriented build. While this build may lack shields and survivability, it has damage, damage, and more damage. Bai handles the heavy lifting, shield break as well as having iframes during her active skill. Hane and Claudia both are used to charge energy for bai to spam her switch skills, while also buffing her damage. With Hane gives 24(40%) damage buff, and Claudia giving 24% as well, in solo play bosses get shredded, and in team play you can carry DPS. While it may not be as forgiving as other builds in terms of survivability, it makes up for it with damage output. As of now I don’t have Claudia and am not willing to invest in another third weapon for now because as a f2p, its already hard enough to get dupes of a weapon if you want to stay on a competitive level.
A more balanced DPS build can output even more however. One example of this is Marc, Nemesis, Bai. While Marc really wants dupes to grant his attack buff and provide more shields, it truly is worth the investment. Nemesis in this case provides DoT, heals, and energy recharge; while Marc basically ensures you don’t die by providing shields. Nemesis also provides a strong lightning element buff, as marc provides an attack buff.
The best early game whale DPS build is Samir, Hane and King. This is because King offers shield break, as well as DoT off his shield break. King also happens to be one of two options for attack role shield break, the other being Shiro. Hane gives a 40% damage buff as well as charges energy for switch skills. Samir carries damage while safely attacking from the air. It also helps that this is a tri-elemental build so there is always the option of using a non-resisted weapon. Samir in this case provides energy as well as being the main DPS provider.
The best DPS build as of current consists of 6★ Bai Yuekui, Marc, and Nemesis. Bai breaks shields while having a very strong dodge attack and the highest damage in game as of now. Marc grants a 35% damage buff as well as shields making one almost invincible. Nemesis provides a strong 50% lightning damage buff, as well as a powerful DoT effect.
Much of the utility each weapon can provide highly depends on the amount of dupes you can get on the weapon. As such it’s important to know what you want to work with as a free to play. Personally, this ended up with me giving Hane a lot of value because she provides a strong damage buff, as well as energy to charge switch skills more often.
DPS isn’t all that matters however. Even if it generally is the best way to clear solo content for a couple of reasons - solo content will want you to have more damage though, survivability is also valued - ded DPS is no DPS: the same applies to bosses, some content just hits too hard and optimal gameplay would require good dodges resulting in rarely any damage taken, so going all attack often fares better. This is in addition to things like Marc that enable a damage focused set up to boast strong survivability as well. As such tanking is generally not optimal because of mechanics (tanks lose out damage just from resonance, in addition to what weapons are available and how much damage each provides). Simply put, in this game tanks have an aggro buff and damage reduction, but if a DPS can maintain aggro through their damage while avoiding damage, wouldn’t a good DPS just outperform a tank? Yes. All of this still doesn’t discount the value tanks have. In specific end game content such as frontier clash (Hard) the boost tanks get in breaking power is what you need to prevent annoying mechanics such as enemies taking flight. We all know how annoying a boss that jumps across the map can be, especially when you have long cooldowns.
A good tank build could easily be Marc, Meryl, and Hane. Meryl has the best breaking power as of now, as well as cc immunity already proving her worth in this comp. Her switch skill can also trap enemies, thought it’ll trap your allies as well… She also does decent damage with her spin attack. Marc provides shield, energy, and an attack buff, as well as cc immunity. Hane provides ranged damage, DoT, and energy recharge to spam more switch skills.
Tank Showcase
Healer builds will typically want to run shield break to prevent boss ultimate abilities, but they can run full support as well. As there are only 4 support weapons a good build would be 2 from Zero/Nemesis/Coco, and a Shiro/Meryl. Zero provides shields as well has offensive buffs and heals to the party. He has a party wide 3 sec iframe, and charges switch skills too. Nemesis has DoT from 3★ and HoT from 1★, while Coco has offensive buffs and cc immune from 3★, and a strong burst heal. At high stars Nemesis even offers noticeable damage which could be a good option for healer mains. Meryl has the strongest breaking power while Shiro active skill boosts shield break efficiency and damage for party. She also has a skill cd reset when she breaks enemies shields from 3★.
Support Showcase
Cytus#4151
+ Insanely high damage with skills and dash attacks, instant burst on shieldbreak (3★)
+ i-frames on active skill
+ Can be paired with 2 support weapons
+ Highest shieldbreak efficiency, self-heal on shieldbreak (1★)
+ Immune to interrupts
- No shieldbreak damage
- Clunky switch skill
+ High DoT on shieldbreak
+ Area burst with skills
- Easily interrupted when casting and basic attacking
+ High burst with active skill + 3 dash attacks
+ 3★ resets CDs on shieldbreak, benefits other weapons
- Skill has small range, useless if enemies are mobile
- Switch skill is terrible
+ Decent shieldbreaking efficiency
+ Relatively high energy charge
- No shieldbreak effect
+ Teamwide damage buff on shieldbreak
+ Decent switch skill
- Meh shieldbreaking efficiency
+ High %HP burn damage
+ Very high damage active skill
- Reliant on 6★ or Shiro support to reduce skill cooldown
+ Fast hits, good DPS and charge rate
+ Safe AoE air attack
- Final hit of ground basic attack is terrible
- Bad long range attack, ineffective anti-air
+ Backstabs, execute, built-in crit buffs
+ Air attack has very high DPS potential
- Very difficult to use, requires 2pc Claudia chips
- Weak at low ★s
+ Ice field allows free dash attacks and buffs other ice weapons
+ Large AOE attacks
+ i-frames on active skill
- Slow attacks, reliant on staying in ice field
+ High charge rate
+ Good dash attack and arrow rain damage
- Basic attacks are weak and blocked by other players
+ Good DPS for SR
+ Provides good CC and CC immunity
+ Active skill allows dash attack spam
- Slow attacks
+ 35% all damage buff (3★) & CC immunity buff (6★)
+ High charge rate
- No useful buffs before 3★, takes damage for allies
+ 20%/40%(5★)/50%(6★) electric attack buff
+ Heals while doing good passive dps (3★+)
- Only supports electric weapons
+ Highest charge rate against grouped enemies
+ 24% (1★)/40% (6★) all damage buff
- Reliant on dash attacks to apply buff until 6★
+ 24% all damage buff (1★), 10% (3★)/20% (6★) phys damage increase, 20% skill damage buff (5★)
+ High charge rate
- Vulnerable during skill
- No main physical DPS to support
+ 1★ greatly increases team burst damage and shieldbreak during active skill
+ 3★ resets cooldowns on shieldbreak, benefitting other weapons
- Reliant on active skill
+ Applies wounded debuff on dash attacks (increase all damage to target by 20%)
+ Useful in group raid if you don't have good DPS options yourself
Cytus#4151
Unconsidered#5010
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Zakum#3080