Intro
Courtesy of Update 1.18.0, co-abilities in co-op have seen major changes. Most notably, co-abilities from other players no longer apply to you. Your own team’s co-abilities will now cover all adventurers you control, even when piloting only 1 adventurer. This change forces players to rethink fundamental meta “requirements”, as certain weapon classes were needed simply to survive HP checks. As such, the new co-ability system places heightened emphasis on a player’s personal team comp.
But how to mix and match chain co-abilities? One important factor is that duplicate chain effects can stack, unlike standard co-abilities. However, the majority of chains are bound to a single element, thus limiting possibilities for certain content. For example, Wind holds a monopoly on Doublebuff chains, while Shadow currently has no way to raise Crit Rate.
As of Update 1.18.0, 5★ adventurers offer superior values to their 3★ and 4★ counterparts. Whether these values will be raised to have equal scaling remains to be seen.
Below are some general chain co-abilities separated by usage. Remember to keep adventurers' regular co-abilities in mind when considering chains! Some example team building tips:
- Summer Julietta provides both offense (HP 60% = %STR) and defense (unconditional %DEF)
- Rex provides similar bonuses while costing 2 less Champion’s Testaments.
- Mitsuhide’s Combo Time chain synergizes with both Twinfold Bonds and Daikokuten.
Offense
Flame: Burn | Water: Frostbite | Wind: Poison | Light: Paralysis | Shadow: Poison
Though these chains are outclassed value-wise, HP 60% is a fairly low maintenance condition to maintain.
Defense
Good for helping Daggers or other quick-stacking weapon classes to pass opening HP checks.
Utility
Note: Use only when there’s one status-inflicting adventurer on the team. Otherwise, boss affliction resistance builds up too quickly.