Exclusive Equipment Review

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Exclusive Equipment Review - Updated 12/11/19

Welcome to the Exclusive Equipment review, where we talk about upcoming unique gear for heroes. This is a skill enhancement system, with each piece of gear boosting one skill. We're here to give you all the details and help you to decide which is best.

All this new gear can be seen below, with a short synopsis of the potential available for each gear piece. Each upgrade has been explained in a little detail and I have taken the liberty of picking out skill that I thought might be best appreciated, as well as providing reasons for each.

Romann - A Treatise on Logic

Romann gains a juicy 5-10 Speed from his unique equipment, allowing him to serve as a PvP opener at max value. This upgrade pushes him at max up to the 115 Speed tier, tied with Dizzy, Vivian, and Judge Kise, and 1 point above SC Roozid. He’s still technically slower than them, however, due to how the Speed set interacts with base Speed. However, this still opens many doors for him, especially in PvP.

  • Skill Enhancement #1 - Gravity Arrow Upgrade

Gravity Arrow has a 75% chance to dispel 1 buff. Pretty nifty, and it provides some dispel power after his big S3. Probably not the best option, though.

  • Skill Enhancement #2 - Gravitation Upgrade Option 1

Romann gains a shield for 2 turns after using Gravitation. Ostensibly, this will protect him from counterattacks. This shield scales with his maxHP, however… which is one of the lowest in the game, at 142nd place. The shield strength is therefore pretty questionable. While it will probably shield him from at least some of Seaside Bellona’s counterattacks, Charles is still likely to blow through him like a hot knife through butter. But hey, I’ll take it.

Also, it’s on his S2, which you won’t use until your second turn. If he eats a counterattack before then, he’s also probably dead. Still a better option than...

  • Skill Enhancement #3 - Gravitation Upgrade Option 2

Gravitation gains a 50% chance to dispel 1 buff from all enemies. Unreliable, and rather redundant. Romann already strips all buffs from enemies with his S3, making this of questionable worth. In addition, heads-or-tails isn’t usually something worth investing in, especially not when you can get a guaranteed shield out of it instead.

Final Word:

Take Gravitation Upgrade Option 1, as Romann’s horrendous survivability needs improvement.

The Speed gain from the EE itself is fantastic, however, no matter which bonus ability is tied to it. It allows Romann to snag first turn and then S3. If you have the very rare artifact, Necro & Undine, Romann can technically give himself 100% CR as well and get an insane S3 -> S2 combo off. On Immunity set opponents, the combo will dispel all buffs, inflict 2 stacks of poison, and have a ~93% chance to decrease CR by 20%, or a ~69% chance to decrease enemy CR by 40% or more (before base EFFR is tallied). In addition, the damage dealt is decent, though not fantastic. On Immunity set opponents, Romann will deal ~1.7x AoE damage.

Romann as a whole gets a pretty significant upgrade.

Kayron - Grudge Marble

Kayron gains 6-12% Critical Chance from Grudge Marble, stacking with his above-average 21% base crit chance at max awakening. It doesn’t do anything for his slightly-above-average attack value, however, though it does make him easier to gear.

  • Skill Enhancement #1 - Void Slash Upgrade

Deal 10% more damage with Void Slash (S1). This is as vanilla as it gets, and not super nice, either, as Kayron gets less value out of it than it might seem due to an innate .85X ATK ratio and his mediocre base ATK.. Soul Burning it makes it significantly better, but this probably isn’t the upgrade that you’re looking for. Unless you use Kayron as your primary PvE farming, this is easily skippable.

  • Skill Enhancement #2 - Apocalypse Upgrade Option 1

Deal 10% more damage with Apocalypse (S3). Still vanilla, but significantly more useful, as Kayron has unique interactions on kill with S3, and this can help him to get that kill much easier. The scaling on his S3 is also much better, with a 1.7X ATK ratio AND an above-average 40% damage increase via molagora, so you’re definitely getting more bang for your buck here. Despite the long cooldown, this helps Kayron to serve his purpose better. And hey, if you’re looking to snipe Basar, this makes the job easier.

  • Skill Enhancement #3 - Apocalypse Upgrade Option 2

Apocalypse also silences the target for 1 turn. A spicier meatball than the other two options, but ultimately less reliable, even given Kayron’s #1 Speed. Given the prevalence of Immunity sets in higher-tier Arena and ever-higher levels of EFFR%, this is of questionable worth. In addition, it’s only available once every 5 turns even at max investment, so it’s not reliable, either.

Final Word: 

10% extra damage on S3  is Kayron’s most reliable upgrade option. You may consider S1 if you use him as a farmer (with Immunity set) since it will help you to clear lower stages quickly, but honestly, Lena and Vildred do it better. The silence is too niche and the climate in Arena is too unfriendly for it to be very useful.

Lidica - Eternal Rose

Lidica gains 8-16% EFF from Eternal Rose, further solidifying her role as a debuffer/stripper. 

  • Skill Enhancement #1 - Wild Rose Upgrade Option 1

Deal 20% more damage with S1. Twice as strong as her batchmate Kayron’s S1 increase. This provides Lidica with 1.2X ATK scaling on her S1.

  • Skill Enhancement #2 - Wild Rose Upgrade Option 2

Reduce 5% more CR on S1. Useful if you only value Lidica for her turn-locking ability. This makes it even easier to inflict a full stop on some bosses, raising her CR reduction to a total of 25% on debuffed enemies. 

  • Skill Enhancement #3 - Thornbush Upgrade

Dispel 1 more buff from enemies. This is arguably Lidica’s strongest upgrade, enabling her to strip both shield and debuff immunity as a PvP opener, even if she doesn’t break the shield. This is especially good against F. Cecilia in the current PvP climate, and allows normal Lidica to fill a role that ML Lidica can’t. #FLIDICABUFFWHEN

This upgrade unfortunately doesn’t change the order of her debuff on Thornbush; the debuff is first applied, and then the attack goes through, leaving her high blind chance still useless against immunity sets.

Final Word:

For PvP, take the Thornbush upgrade, as it’s a no-brainer. For PvE, take damage or CR reduction depending on which one you need more. IMHO, though, the damage will serve you better in most cases, since the expected damage gain is rather high.

It’s important to note that, with the upgrade to Thornbush, Lidica is the fastest two-buff dispeller in the game. (Thanks Tuvvo for pointing this out).

General Purrgis - Tear-Stained Badge

General Purrgis gains 7-14% HP from Tear-Stained Badge, cementing his very solid HP value and further reinforcing his role as a primary tank. This allows him to hit the potentially do content like Wyvern 11 much earlier.

  • Skill Enhancement #1 - Spearhead Upgrade Option 1

General Purrgis gains a 20% chance to proc DEF+ for two turns when struck.

This is a solid upgrade, but highly overshadowed by the other upgrade to Spearhead, which is far more consistent and provides more value overall.

  • Skill Enhancement #2 - Spearhead Upgrade Option 2

Spearhead grants an additional 3% CR to all allies (including himself) when General Purrgis is struck. 

This combines with his maximum molagora upgrade to grant up to 18% CR per hit to your entire team.

  • Skill Enhancement #3 - Command to Charge Upgrade

Command to Charge’s CD is decreased by 1, to a maximum of 4 turns with investment.

Solid, as it increases General Purrgis’ teamwide ATK+ coverage to ½ instead of ⅖ of his turns. While notable because using Soulburn will allow for 100% uptime on ATK+, there are usually far better ways to use your team’s souls.

Option 2, the 3% CR increase for Spearhead, is the best overall option here. While DEF+ is certainly useful, the odds of it proccing are not high, and it will not decrease alpha strike damage, making it only useful for fights where you are taking multiple small amounts of damage (fights with many mobs)... but the CR increase is better even as far as that is concerned. If General Purrgis is your only AoE ATK buffer, you might consider the Command to Charge upgrade, but honestly… just don’t.

Bellona - Citrine Treasure

Bellona gains 8-16% Effectiveness from her exclusive equipment. This is quite valuable for her, as her role is to make sure that those debuffs stick. It’s even more valuable if you pick the new CR reduction passive for her S3.

  • Skill Enhancement #1 - Butterfly Fan Upgrade

Dispels 1 buff from all enemies (in addition to granting self debuff immunity).

This is a niche upgrade but allows Bellona to be used in content such as Azimanak or against heavy Ice teams, since she can now be counted on to serve as an opener.

  • Skill Enhancement #2 - Razorwind Fan Option #1

Increase the base DEF Break chance by 20% (Up to 100% with Molagora)

This enhancement is the most reliable, making Bellona the only other hero besides Tywin with a 100% AoE DEF break. Since her uptime is fantastic due to the innate cycling, this is a strong reliability upgrade.

  • Skill Enhancement #3 - Razorwind Fan Option #2

Decrease all enemy CR by 15%.

This enhancement probably has the most potential, especially if you have a backup breaker. Bellona has some scary potential for nearly back-to-back S3’s, especially with Rosa Hargana and the ability to charge her Focus bar quickly. 

Skill Enhance #2 and #3 are both very useful, depending on where you use Bellona. Skill Enhance #1 could see some marginal use as an opener for PvP, since her high base Speed of 115 will ensure that she goes before most immunity-protected bruisers. General use, however, will probably be better improved with her S3 upgrades.

Cermia - Lucky Dice

Cermia gains 7-14% ATK from her EE, pushing her ATK to values just behind Sol/Chloe. It’s important to note that she arguably utilizes the ATK value better than they do, too, due to the 1.75x ATK scaling that she gains from her personal Greater ATK+ buff.

  • Skill Enhancement #1 - Playing with Fire Upgrade

Grants a 25% chance to gain a follow-up attack after using her S1.

Fitting for such a gambler. Cermia rolls her lucky dice and prays for that ¼ chance to get an extra attack (thank you). I can’t in good faith recommend this in GW/PvP, where you need reliability, since the proc rate is low. You may feel differently depending on how RNG treats you. However, it is quite the potent upgrade for PvE, as it greatly increases her average damage per turn, much like a better Sword of Judgement.

  • Skill Enhancement #2 - Hot Streak Upgrade

Hot Streak grants Cermia a large shield based on her ATK.

Depending on the scaling for this shield and whether it applies the Greater ATK+ buff before or after the shield is applied, this could be a very strong defensive tool for tougher fights. Do keep in mind that the cooldown is tied to Hot Streak, which has a 4-turn CD at max investment, so the shield coverage is quite spotty and you may not have it on turns where you are expecting a lot of burst unless you hold off on using Hot Streak (and thus decreasing her damage output).

  • Skill Enhancement #3 - All-in! Upgrade

Provides a 2-turn decrease to the CD of Hot Streak when Cermia knocks out an opponent with All-in!

This is probably the most useful upgrade for Cermia as far as PvP/GW are concerned. This fully resets the cooldown of Hot Streak, which also refreshes the cooldown of All-in! In a GW setting, this probably provides the most value, since it gives Cermia the ability to deal an incredibly high amount of damage over just 2-3 turns.

I like the upgrade option for All-in!, as it greatly improves Cermia’s damage consistency. If you can reliable proc it, her S3 has no cooldown, and Cermia also has constant Greater ATK+. S1 is quite good in PvE since it’s a large average damage increase over an infinite number of turns (Life isn’t fair). S2 is an option to make it safer to bring her into really tough fights and is largely unnecessary.

Serila - Witch's Hat

Serila's Exclusive Equipment

Witch Hat

Serila gains 7-14% ATK from Witch Hat when crafted via the Sanctuary. (All 3 Witch Hats can be earned during the event at the MAX stat value of 14% ATK). This scales well with her high base ATK value, high ratios, and burn-centric S3.

  • Skill Enhancement #1: Spirit Absorb

Serila gets a 30% chance to get an extra turn after using her S2.

Unreliable, but very powerful, especially if she knocks out an enemy with S2, due to the innate reset on kill. However, due to Serila’s average-at-best speed, it’s probably not best to rely on an artifact with a 30% proc chance. But hey… be my guest and toss that D3!

  • Skill Enhancement #2: Flame Kiss Option #1

Flame Kiss now inflicts Vampiric Touch for 2 turns on the target. This debuff was previously exclusive to Haste.

Mechanics-wise, Vampiric Touch is a 10% mHP-scaling heal each time that a target is hit, before bonuses like Shimadra Staff! This can provide some excellent healing when Vampiric Touch is inflicted on a tanky target such as a boss, and can trigger from AoEs and incidental damage. (This is NOT AoE; good catch /u/CardAnarchist)

  • Skill Enhancement #3: Flame Kiss Option #2

Flame Kiss dispels up to 2 enemy buffs BEFORE inflicting Burn to the enemy team.

A much more boring but reliable option for Serila’s S3. You remove two enemy buffs BEFORE inflicting burn, pretty much guaranteeing that you will never have to deal with the pesky debuff immunity buff. Serila can anchor any burn-based teams much better now. However, we’re not sure on the exact mechanics of WHEN this dispel occurs: before the damage or after. It can be much improved if it occurs before damage is dealt.

I’m partial to the Vampiric Touch addition to her S2, which can make Serila an excellent all-arounder, with the ability to do the following: self-buff ATK, debuff the enemy with ATK break and burn, heal her team, and inflict DEF break. That being said, a 2-buff dispel is both rare and powerful, and even better if the dispel occurs before the damage, though we’ll have to wait and see. I will update this review when we know better.

Blaze Dingo - Hellfire Defense

Bingo Exclusive Equipment.

Blaze Dingo gains 7-14% Defense from Hellfire Defense, pushing his base DEF up to just under Angelica’s. Unfortunately, his base HP remains fairly low, and this did nothing for his offensive capabilities or his healing, which both scale from his offense. ATK or SPD would have been much more helpful.

  • Skill Enhancement #1 - Punishment Upgrade

Blaze Dingo formerly had no way to remove debuffs. Now, on a successful crit, he removes a debuff from both himself and the lowest-HP ally. While this certainly expands his use, it is not as likely to be seen due to only removing a single debuff, and the inability to target a specific ally.

  • Skill Enhancement #2 - Divine Punishment Upgrade

Blaze Dingo has a fairly decent DEF value, especially after this upgrade. The buff lasts 2 turns and is tied to a 3-turn CD skill, giving it maximum uptime. This makes him much, MUCH more durable, and has increasing value if he is A) the only healer on your team and B) there is no teamwide DEF buff.

...of course, it still does nothing for his team (other than making sure that the healer stays alive).

  • Skill Enhancement #3 - Sacred Power Upgrade

Ah, now we’re cooking with FIRE.

Greater ATK+ instead of regular ATK+ needs no explanation at all. Blaze Dingo gets very strong value out of this, as his scaling is 1.2 and 1.5x his ATK, making it even more valuable than it looks. This all comes with an important caveat: Blaze Dingo’s own base ATK value is, to put it kindly, pretty low. Therefore, his excellent skill multipliers merely make up for a rather poor ATK value to begin with. That being said, Greater ATK+ will push his damage to new levels, and opens up many cleave options for him.

Well, that, and the targeted ally STILL doesn’t get Greater ATK+. It would have been truly amazing...

Overall Impression: “We were on the verge of greatness. We were THIS close!”

Final Word: 

For cleaving, go with S3. It opened up a whole new can of hurt for him.

For overall play, go with S2. It gave him high amounts of durability.

Charles - Justice's Attack Mask

Charles' Exclusive Equipment.

Charles gains 7-14% ATK from Justice’s Attack Mask. This goes VERY well with his high ATK scaling (poor Bingo stands there in the corner salivating…)

  • Skill Enhancement #1 - Slash

Slash has a very straightforward buff: Charles now has a 10% higher chance to use Smash as a follow-up. This is nice, as it increases Charles’ chance to proc his S1-S2 combo to 35% instead of 25% (doubled when the enemy is buffed to 70%!) In GvG/PvP defense, expect it to proc 100% of the time instead. *CRIES*

(A big thank you /u/igysaurio for prompting me to check and to GP's Trayce for confirming this in the datamine!)

  • Skill Enhancement #2 - Slash Option 2

Slash has a bonus 15% chance to decrease the target’s ATK. Additionally, it does 10% more damage. In my opinion, this beats out the other S1 enhancement for reliability. 75% ATK Down chance on S1 is unheard of (even if it only lasts 1 turn).

The 10% damage bonus applies, as usual, to all of his counterattacks.

  • Skill Enhancement #3 - Faithful Strike Upgrade

This clears all debuffs from Charles AFTER he uses his S3. This means, unfortunately, that he gets no benefit until his turn has ended, so all those pesky blinds and ATK downs will stick with him when he tries to nuke. I don’t recommend this, since it doesn’t directly help his damage on his turn, and you’re also likely to have a cleanser on your team anyways.

Due to the order of cleanse, it’s rather disappointing.


Overall Impression: Nice buffs to Charles’ consistency.

Final Word:

If you ask me whether I want 10% more damage all the time or a 10-20% chance to get more damage, my answer will likely be the former, since I’m not a gambling man. WELL NEVERMIND! I AM NOW!

Why are we still here? Just to suffer?

Option #1 for calculated gamblers, Option #2 for those who want to play it safe.

Tywin - Estyria

Tywin Exclusive Equipment.

Tywin gains 7-14% HP from his unique equipment, improving his ability to take damage and increasing his damage by a small amount (due to HP scaling). It pushes his already high HP (top 8 HP) to some really nice levels, giving him the highest potential HP in the game (passing Eaton by a tiny margin).

  • Skill Enhancement #1 - Sword Storm Option 1

Sword Storm dispels 2 buffs instead of 1. This is a very strong Dispel option for an S1, granting a 75% chance (after molagora) to dispel 2 buffs from the target.

  • Skill Enhancement #2 - Sword Storm Option 2

If Sword Storm dispels a buff from the target, gives -1 to cooldown of All-Out Attack.

A sleeper option if I ever saw one. On targets that reliably buff themselves, you can have All-Out Attack up for AoE 100% DEF Break uptime at 100% chance. That’s really nice… but only on targets who have buffs for you to dispel consistently.

  • Skill Enhancement #3 - Commanding Shout Upgrade

Gain 20% CR when using Commanding Shout.

Power lies in simplicity. This makes Tywin turn cycle even faster by giving him a 50% CR boost instead of 30%. Combined with the rather low CD on Commanding Shout, it makes this speedy tank even faster.

Overall Impression: Pretty good consistency upgrades.

Final Verdict: S2 upgrade for maximum Shout uptime and turn cycling.

Yufine - Azure Dragon’s Spirit

Yufine gains 8-16% Effectiveness from her exclusive equipment, which isn’t especially valuable, but does make for landing her debuffs easier.

  • Skill Enhancement #1 - Double Slash Option 1

This is a weird one. Double Slash has a 35% chance to extend any existing buffs by 1 turn when used. I might consider this in a cheesy sort of follow-up team composition, but it honestly doesn’t look that useful to me, given the crapshooty nature of the upgrade. In addition, there will be many turns where you are NOT using her S1 and therefore won’t have a chance to extend buffs.

  • Skill Enhancement #2 - Double Slash Option 2

Now this is fantastic. 30% extra damage on Yufine’s S1 is very nice and quite noticeable, especially if you’re going to be spamming it to land her DEF breaks.

  • Skill Enhancement #3 - Dragon’s Roar Upgrade

This is also a very nice upgrade, moving Yufine’s AoE silence chance to 100%. This makes it the most reliable AoE silence in the game, and it already has buff strip properties.

Skill Enhance #2 and #3 are tied for me; it depends on where you want to use the upgrades. Yufine’s S2 (thanks /u/Zelandias) upgrade will be highly useful in PvP/GW, where reliability is key, and her S1 upgrade will be useful for other content, such as Raid/Abyss, and so on, though the S3 -> S1 combo with Soul burn, which is also excellent damage in PvP/GW (Thanks /u/AkioKlaus)

Guider Aither - Whispered Faith

Guider Aither gains 7-14% ATK from Whispered Faith, augmenting his already high ATK values. All of his skills benefit from his ATK value in some way, so this is a pretty nice addition. Speed would have been better, but this is fine, too.

  • Skill Enhancement #1 - Spirit’s Protection Upgrade

This is a simple but very strong upgrade. Guider Aither has 100% ATK scaling on his S2 barrier already, so being able to apply it to all allies is very powerful. Move aside, Luluca; there’s a stronger barrier in town!

With the changes to barrier mechanics this patch, this is a very strong option.

  • Skill Enhancement #2 - Wave of Force Option #1

Wave of Force is given 100% stun chance. Unfortunately, it has a 4-turn CD and Guider Aither is far from the fastest hero. 

  • Skill Enhancement #3 - Wave of Force Option #2

Wave of Force gives ATK buff to all allies for 2 turns. This is fairly decent as far as team utility is concerned, but doesn’t offer the staying power than upgrade #1 gives. If you have some strong AoE shielding on your team already or want a backup ATK buffer, this is a decent option.

S2's upgrade (Spirit's Protection) gives the most bang for your buck here, as it utilizes Guider Aither’s phenomenal ATK scaling for defensive purposes (Unless the ATK+ is applied before the attack on S3, unlikely as it is).

Armin - Golden Cat's Treasure

Armin Unique Stats

Armin gains 5-10 Speed from her unique equipment, which, at max value, pushes her from ‘extremely slow’ to ‘slow’.

  • Skill Enhancement #1 - Takedown Upgrade

At maximum molagora, Armin now has a 60% stun chance on her S1. This is very nice for an S1 and the highest stun chance on a basic skill. 60% though, will probably feel like 0% for some people. Maybe on GW or PvP defense, where you don’t have to see her fail to stun >_>;

  • Skill Enhancement #2 - Shield Wall Option #1

Shield Wall got a simple upgrade here; an additional 50% shield. This means that Armin will have 150% DEF scaling on her shield. Too bad the cooldown is still rather long. On the plus side, she retains the passive 10% damage reduction for the entire team when this is on CD, so the shield is technically even stronger.

  • Skill Enhancement #3 - Shield Wall Option #2

Armin fits yet another pair of shoes here with the cleric upgrade to Shield Wall, cleansing 1 debuff from all allies. Unfortunately, given the massed nature of debuffs, this seems fairly unreliable. I would probably only consider this if you needed cleanse support very badly.

I like the first upgrade option for Shield Wall  - it improves Armin’s consistency the most and makes further use of her fantastic DEF scaling. None of the options, however, are really all that bad.

Rose: Valkyrie Wing

Rose gains 5-10 speed from Valkyrie Wing, pushing her Speed up to a base of 107 before other gear and tying her with Shadow Rose.

  • Skill Enhancement #1 - Sequential Cutter Upgrade

Rose has long been plagued by the unreliability of her S1. This skill change allows her to always proc both effects on her S1 and removes any HP requirements. It is useful for keeping her alive and allowing her to continue doing the job of provoke tanking no matter what health level she is at.

  • Skill Enhancement #2 - Shield of Light Upgrade

Shield of Light will now affect Rose as well, cleansing her of 2 debuffs and boosting her own CR, and also providing the barrier effect. Unfortunately, this means that any hard CC will make this upgrade quite useless, as she cannot self-cleanse if stunned, slept, etc.. In addition, the barrier is much less useful without the addition of the Provoke, which is unreliable with the S1 upgrade.

  • Skill Enhancement #3 - Goddess of Victory Upgrade

Cooldown -1 on Rose’s S3 hardly needs any explanation. It makes her a more reliable CR pusher and, combined with molagora, reduces her cooldown to just 3 turns. This is probably the most generic but useful upgrade for Rose’s kit, as it makes her much better as your primary ATK buffer.

For team value, go with S3. For a better tank or teams with good ATK buffs, go with S1.

Chloe: Prototype Crown

Chloe gains 7-14% ATK from Prototype Crown, pushing her already stellar ATK value to new heights.

  • Skill Enhancement #1 - Magic Bolt Option #1

Magic Bolt now has a 50% chance to give an extra turn. This is primarily useful for allowing Chloe to instantly use Hyper Strike after using Magic Bolt to inflict the Magic Nail debuff. Unfortunately, the chance is set at 50%, so it is fairly unreliable.

  • Skill Enhancement #2 - Magic Bolt Option #2

Magic Bolt will now fully dispel an enemy before inflicting the Magic Nail status. With this, Chloe doesn’t have to worry about pesky Debuff Immunity or Evasion Chance, DEF+, or any other buffs. This improves her ability to allow constant Magic Nail usage and even gives her some niche PvP useage.

  • Skill Enhancement #3 - Hyper Strike

A 2-turn DEF decrease on Hyper Strike is just what Chloe needed to provide more utility to the team. If you have a dedicated DEF breaker, you might just decide to skip this, but it is also useful for a team with spotty DEF break coverage. With Molagora, this skill becomes a 2-turn DEF decrease on a 4-turn cooldown. With Chloe’s high base Speed, this can lead to many, many turns of DEF break.

Skill Enhance #2 and #3 are honestly tied for me, though I lean toward #2 for PvP and #3 for PvE. In terms of overall utility, however, #3 is excellent and will honestly take you wherever you need her to go.

Destina: Ruele’s Sad Promise ;(

Destina gains 8-16% Effect Resistance from her unique equipment, improving her ability to fully resist debuffs before fully clearing the team with her S3.

  • Skill Enhancement #1 - Key to an Oath Upgrade

Key to an Oath now dispels a single debuff from the ally with the lowest HP.

Exactly what it says on the tin - this bonus allows Destina to cure small ailments and will feature heavily in the meme-like Masochist Destina build. This helps to alleviate her poor base Speed and allows her to do her job of front-line tanking even better.

  • Skill Enhancement #2 - Regen Upgrade

Regen now gives 50% CR instead of 30% CR at max molagora investment. While sizable, Destina’s low Speed might make this less useful than it seems, especially since this skill does not dispel debuffs. It might be better to take the S3 upgrade since it will affect the entire team.

  • Skill Enhancement #3 - Destina’s Grace Upgrade

Destina’s S3 will get -1 turn cooldown with this upgrade, taking her cooldown from 5 to 4 turns with molagora investment. As the cooldown on her S3 was a major concern for people who preferred using Achates or other, somewhat faster Soul Weavers, this is a great buff for Destina. It also enhances her ability to be used in a stall composition, as enemies are restricted to an even smaller window of time before she resets all their efforts.

I’m leaning toward the S3 upgrade on this one, even though S1 is pretty good - if you’re a fan of Masochist Destina, though, take S1.

Wanderer Silk - Dun Blyraia’s Dark Blessing

Wanderer Silk was probably buffed the hardest of the characters here, with some very nice and viable skill upgrade options.

She gains 5-10 Speed from her unique equipment, pushing her already high base Speed up to 122. For the record, that would make her the 8th fastest Hero in the game, and the only one with what amounts to a stun.

  • Skill Enhancement #1 - Automatic Fire Upgrade

Automatic Fire’s second arrow becomes, well, automatic. This upgrade makes her fire a second time regardless of whether the target is debuffed or not. However, it faces limited viability in PvE since you usually assume that the target is debuffed already.

  • Skill Enhancement #2 - Shock Arrow Option #1

Fixing her biggest weakness and freshly bolstered by her ability to go first in combat, Shock Arrow’s first upgrade makes Wanderer Silk an extremely good option for locking down a dangerous target in PvP. The ability to dispel a single buff from the target nullifies any use of the Immunity set, allowing her to not only Silence her target with impunity, but also decrease their CR to 0. This effectively removes the target from the fight for 2-3 turns.

  • Skill Enhancement #3 - Shock Arrow Option #2

Also a good enhancement; this is the general upgrade when compared to #1’s specialized upgrade. Speed Up for 2 turns is valuable and good for the team overall, but as with Speed-ups in general, they basically lose a large portion of their value on the first turn. While this definitely makes her better for long engagements, it may not necessarily be wise to be taking her to such engagements in the first place…

My personal opinion is that #2 is a clear winner.

Yuna - Small Drone Tuna

Yuna gains 10 Speed from her unique equipment, pushing her already high base Speed up to 122. This is the same as Wanderer Silk's max upgrade and makes her tied for 8th fastest Hero. It also makes her the fastest CR pusher in the game, far outstripping SC Roozid.

  • Skill Enhancement #1 - Homing Laser Upgrade

The most universally useful of the upgrades, the Homing Laser upgrade gives Yuna an additional 1% CR per enemy struck, which stacks with her existing S1 passive. On most enemy groupings of 4 (PvP, mostly), it will give her a 4% boost for a total of 28% CR. After some testing, we found that the 1% extra CR per enemy DOES apply to her teammates, giving your team 12% CR in PvP.

  • Skill Enhancement #2 - Upgrade... Upgrade XD

Yuna also got a unique enhancement to Upgrade. This allows Upgrade to give the Greater Attack buff at a 30% rate, and is the only way for non-fire allies who do not innately have Greater Attack buff to receive it. With a 30% chance to proc, odds are that SOMEONE on your team will receive it. Unfortunately, as it is chancey, the attack buff could land on your supporter or your healer, or simply not proc at all. While nice overall, it seems a bit too chancy for me to recommend.

  • Skill Enhancement #3 - Meteor Cannon Upgrade

This is also a good enhancement. Yuna can dish out a surprisingly high amount of damage with Meteor Cannon, especially with the innate crit. The damage on a single target with this enhancement is pretty jaw-dropping, as her ATK scaling before Molagora goes up to about 2.5. It's less useful in PvP, where the battle will probably end before you get a chance to use it, but it is exceedingly strong at destroying Wyvern's shield and other bosses, even with Yuna's mediocre ATK, since it will be up very often.

My personal opinion is that #1 - Homing Laser, is a reliable and steady upgrade that is useful no matter where you go. The Meteor Cannon upgrade may be better for you if you want extra burst, and you can always go with Upgrade's... upgrade... if you want to gamble.


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