Normal attacks only fill ailment gauges. The real damage comes from Signal Skills, triggered by stacking compatible Status Ailments across your three-Hero team. Team synergy matters more than individual character power.
🔄 The Three-Step Combat Cycle
Every successful combo follows this fundamental pattern:
Active Skills
Use Active Skills to apply the first Status Ailment. Each hero has 2 Active Skills with different properties and effects.
Signal Skills
When the ailment triggers, off-field heroes' portraits flash. Switch in at the right moment to unleash a powerful Signal Skill that applies the next ailment.
Switching Signals
Continue switching heroes during the combo window to chain Switching Signals, maintaining pressure and extending the chain for massive damage.
Seeing a hero portrait flash does NOT mean the Signal is ready. You must wait for the actual Status Ailment to trigger, then switch within the narrow window. Early switches waste the Signal opportunity.
🩸 All 9 Status Ailments Explained
Every hero applies one or more Status Ailments. Stacking compatible types is what triggers Signal Skills.
| Ailment | Effect | Heroes Who Apply It |
|---|---|---|
| Stun | Enemy cannot act — opens full damage window | Lute, Castella, Kalien, Theresia |
| Bleed | Damage over time, stacks for burst | Roxy, Theresia |
| Burn | Fire damage over time | Aria, Kalien, Kalsion |
| Frost / Freeze | Slow → full freeze when gauge maxes | Dana, Cerese, Othello |
| Shock | Electric damage + crowd control | Ornette, Sion, Tarte |
| Poison | Toxic damage over time | Johnny, Charlotte |
| Airborne | Enemy launched — cannot counter or block | Castella, Johnny, Reina, Eileen, Charlotte |
| Knockdown | Enemy knocked to ground — vulnerable | Lute, Alex, Ornette, Sion, Charlotte |
| Recovery | Heals the party | Lute, Tarte |
⚡ Signal Skills Deep Dive
Signal Skills are the game's most powerful attacks. Here's how they work:
How They Trigger
- Attack an enemy to fill their ailment gauge
- When full, the enemy enters the Status Ailment state
- Off-field heroes who can respond to that ailment will have their portraits flash
- Press the switch button for that hero — they enter with a special Signal Skill attack
- The Signal Skill deals high damage AND applies the next ailment
Key Characteristics
- Each hero has 2 Signal Abilities (in addition to 2 Active Skills)
- Signal Skills are only available when the enemy is in a compatible ailment state
- Both the on-field hero AND waiting heroes can have Signal Skills activate
- The damage formula revolves around chaining these skills through character switches
- Effectively connecting Active and Signal skills is the entire core of combat
🔀 Switching Signals & Combo Chaining
The true depth of combat lies in chaining multiple heroes together:
The Infinite Ailment Chain
When all three heroes maintain different ailment uptimes, you can create an uninterrupted status chain:
- Hero A applies Stun → triggers Hero B's Signal Skill
- Hero B enters with Signal Skill, applies Bleed → triggers Hero C's Signal Skill
- Hero C enters with Signal Skill, applies Airborne → triggers Hero A's Signal Skill
- Hero A re-enters, applies Stun again → cycle repeats
Switching also grants brief invincibility frames (i-frames) until your next attack, making it both offensive and defensive.
👥 Three Team Roles
Every successful team composition fills these three positions. These are roles within a combo, not permanent classes:
Field Driver
Stays active on the field, creates the next repeatable condition. The "engine" of the team that keeps the combo going.
Signal Answer
Enters when the condition lights up. Delivers the big Signal Skill damage and applies the next ailment in the chain.
Bridge
Extends pressure or recovers spacing, then hands combat back. Keeps the chain alive between big damage windows.
🎯 Best Teams by Content Type
| Team Composition | Best For | Core Loop |
|---|---|---|
| Theresia + Castella + Lute | Boss Fights | Theresia outputs, Lute breaks armor + utility, Castella bursts during Stun windows |
| Theresia + Roxy + Castella/Lute | High-HP Targets (Bleed) | Consecration applies Bleed, Celestial Verdict adds Stun, Roxy cuts in, Castella/Lute detonates |
| Reina + Roxy + Ornette | Open World Exploration | Reina ends fights fast, Roxy chains combos, Ornette shields for protection |
| Theresia + Roxy + Lute | Elite Enemies | Bleed application + armor break + Stun, keeps elites controlled |
| Ornette + Castella + Alex/Lute | Heavy Armor Bosses | Ornette or Alex strips power armor, triggers Knockdown, Castella exploits downed damage |
🪽 Airborne Combo Teams
Airborne is one of the strongest mechanics because launched enemies cannot counter-attack or trigger defensive blocks.
Reina + Theresia + Roxy
- Reina is the primary launcher, keeps enemies airborne
- Theresia handles aerial combo damage
- Roxy extends the chain
Alternative: Reina + Castella + Lute/Aria
When enemies have Super Armor active, they cannot be launched or knocked down. Airborne teams lose significant value against these enemies — always have an armor-breaking option ready.
🎮 How to Practice Combat
- Start simple — Find a durable enemy and practice applying one Status Ailment, wait for the Signal prompt, then switch once
- Add the third hero — Once the two-step response feels reliable, bring in the third hero for full chains
- Boss practice — Bosses follow the same sequence: identify a safe opener, reserve follow-up attacks, interrupt the chain when you need to dodge
- Dodge first — Always prioritize dodging over completing a combo. A dead hero deals zero damage.
📜 Six Core Combat Principles
Ailments Are Core
Normal attacks only fill gauges. Real damage comes from Signal Skills triggered by ailments.
Synergy > Damage
Three strong heroes do not equal a strong team. Complementary ailments win.
Timing Is Everything
Switch within the narrow ailment window. Early switches waste Signal opportunities.
Dodge First
Never trade a combo for damage you'll take. Survive first, optimize second.
Match the Enemy
Bosses need DoT and armor break. Open world needs mobility and control.
Bring Armor Break
Super Armor blocks launch/knockdown. Always have a breaker in your back pocket.
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