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Weapon Rotations Guide

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Article by xeroslash Kiera Hoogendam
Table of Contents

Introduction

In this guide, we will provide an overview of the basic attack rotations that are optimal for each weapon type. While heavy optimization of attack rotations is not a necessity, doing so can make life easier for players in demanding content, such as Advanced Dragon Trials or high-level Mercurial Gauntlet.

Sword

Sword

For Sword users, the regular full combo rotation involve the user jumping up on the fourth hit. As the jumping animation takes time to execute, it introduces a period of downtime where the Adventurer is not dealing damage, and this is further exacerbated if the player opts to stop the rotation after the jump.

To optimize damage uptime, players should prevent the fourth hit of the regular combo rotation from happening whenever possible. To do so, a Force Strike should be used after the second or third hit of the rotation so that the player will resume their combo from the first hit of the chain again.

Sword Rotation Examples (Click/Tap to Expand)

3-Combo + Force Strike

The following illustrates the 3-Combo + Force Strike rotation. To execute this properly, players should start holding down for a Force Strike right after the third sword swing happens. Note that a majority of Sword Adventurers can opt for this rotation.

2-Combo + Force Strike

The following illustrates the 2-combo + Force Strike rotation. To execute this properly, players should start holding down for a Force Strike right after the second sword swing happens. This is suitable for Sword Adventurers with additional Force Strike bonuses, such as Xander.

Blade

Blade

The full Blade combo rotation introduces a slight delay at the end of the last hit, which increases the amount of time required to start a new combo chain. Eliminating this delay allows for faster overall SP gains, but requires a bit of mechanical finesse to pull off consistently.

Known as the Force Strike Cancel (FSC) or Force Strike Fail (FSF), this technique was initially documented by user b1ueb1ues. By quickly initiating a Force Strike and cancelling it immediately, it interrupts the animation delay brought by the end of the fifth hit, allowing the user to start a new rotation at once.

Blade Rotation Example (Click/Tap to Expand)

5-Combo + Force Strike Cancel

The following illustrates the 5-Combo + Force Strike Cancel rotation. To execute this properly, players should let go of their Force Strike the moment it starts charging. Be sure not to start charging too early; otherwise, the fifth hit may be cancelled instead, which is a detriment to your DPS output.

Dagger

d

Experienced Dagger users are all too familiar with the (in)famous back flip animation on the last hit of their combo. While the jumping animation can be incorporated into a skilled user's rotations to dodge attacks, it introduces a period of downtime where the Adventurer is not dealing damage.

To optimize damage uptime, players should prevent the back flip from happening whenever possible. To do so, a Force Strike should be used after the fourth hit of the rotation so that the player will resume their combo from the first hit of the chain again.

Dagger Rotation Example (Click/Tap to Expand)

4-Combo + Force Strike

The following illustrates the 4-Combo + Force Strike rotation. To execute this reliably, players can use the fourth hit (consisting of a spinning attack) as a signal to initiate their Force Strike.

Axe

Axe

As Axe rotations are fairly slow, users looking to upkeep combo DPS will have to make do with spamming their taps. Force Strikes with Axes are unfortunately slow to carry out, and they increase the time it takes to execute the next combo rotation. Nevertheless, for players looking to incorporate Force Strikes into their rotations, they should do so after the last hit.

Axe Rotation Example (Click/Tap to Expand)

5-Combo

A Force Strike may be incorporated at the end of the rotation if needed.

Lance

Lancer

Lance users may opt for a straightforward 5-Combo + Force Strike rotation to get the most out of their DPS. In instances where the usage of the Force Strike may be undesirable, players can choose to cancel/fail their Force Strike to quickly restart their rotation.

By quickly initiating a Force Strike and cancelling it immediately, it interrupts the animation delay brought by the end of the fifth hit, allowing the user to start a new rotation at once.

Lance Rotation Examples (Click/Tap to Expand)

5-Combo + Force Strike

The following illustrates the 5-Combo + Force Strike rotation. As the fourth hit of the combo contains a sweeping arc, it gives ample time for players to prepare their Force Strike in time.

5-Combo + Force Strike Cancel

The following illustrates the 5-combo + Force Strike Cancel rotation. To execute the Force Strike Cancel properly, players should let go of their Force Strike the moment it starts to charge.

Bow

Bow

Equipped with a Force Strike that is somewhat awkward to use, the game is definitely not kind to Bow users. In many cases, a normal 5-Combo rotation is perfectly serviceable. Nevertheless, the standard Bow combo rotation's final hit does have a slight bit of wind-up animation, and using a Force Strike after the fourth hit is the best way to eliminate this delay.

Bow Rotation Examples (Click/Tap to Expand)

4-Combo + Force Strike

The following illustrates the 4-Combo + Force Strike rotation. As Force Strikes with Bows can be tricky and is not always feasible, a standard 5-Combo rotation is also viable.

1-Combo + Force Strike

The following illustrates the Force Strike "spam" rotation, and serves as an alternative playstyle that combines well with Forest Bonds and Stellar Show. Alternatively, players may also roll in between Force Strikes instead of tapping out one combo.

Wand

Wand

The end of the Wand combo rotation contains a slight delay after the bolts from the last hit launches, which increases the amount of time required to start a new combo chain. Eliminating this delay allows for faster overall SP gains, but requires a bit of mechanical finesse to pull off consistently.

Known as the Force Strike Cancel (FSC) or Force Strike Fail (FSF), this technique was initially documented by user b1ueb1ues. Similarly to Blade usage, by quickly initiating a Force Strike and cancelling it immediately, it interrupts the animation delay brought by the end of the fifth hit, allowing the user to start a new rotation at once.

Wand Rotation Example (Click/Tap to Expand)

5-Combo + Force Strike Cancel

The following illustrates the 5-Combo + Force Strike Cancel rotation. To execute this properly, players should let go of their Force Strike the moment it starts charging. Be sure not to start charging too early; otherwise, the fifth hit may be cancelled instead, which is a detriment to your DPS output.

Staff

Staf

Staff game play is fairly straightforward. Thankfully, healers may spam away without needing to worry about cancelling Force Strikes to be optimal. Force Strike from Staves are still fairly potent in terms of its utility, so players may opt to do so as needed.

Staff Rotation Example (Click/Tap to Expand)

5-Combo

A Force Strike Cancel is not required for this rotation.

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