Anchors the active rotation with fast Ground pressure and strong general combat stats.
Catch it in the wild. Spawns at levels 68 to 72 across 35 points on the main island.

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Build a Ground-heavy rotation around Anubis for hard tower fights.
A practical hard-mode tower lineup centered on Anubis. Dualith Noct and Surfent Terra widen the Ground rotation, Orserk brings a different damage profile and bullet-hit utility, and Kikit supplies a defensive fifth slot. It is less gimmicky than the status teams and easier to adapt when the boss punishes a single element.
Every slot has a job. The cards below show the exact synergy, its rank range, who it affects, and a mapped route to recruiting that pal.
Anchors the active rotation with fast Ground pressure and strong general combat stats.
Catch it in the wild. Spawns at levels 68 to 72 across 35 points on the main island.
Adds another Ground-oriented active skill bar and a different set of attack timings.
Catch it in the wild. Only spawns on the World Tree region.
Adds Muddy control and mounted movement for safer repositioning.
Catch it in the wild. Spawns at levels 31 to 63 across 474 points on the main island.
Prevents the party from being entirely Ground and rewards sustained bullet pressure.
Catch it in the wild. Only spawns on the World Tree region.
Adds a compact defensive option for the final slot.
Catch it in the wild. Spawns at levels 40 to 48 across 100 points on the main island.
Open with Anubis and spend its fastest Ground attacks, then cycle through Dualith Noct and Surfent Terra while those skills recover. Bring out Orserk when the boss resists Ground or when sustained bullet pressure is safer. Keep Kikit as the defensive pivot for dangerous phases, then return to Anubis when the main cooldowns reset.
Compare every surfaced partner effect at base rank and full condensation. Effects marked Unique can still scale by rank, but duplicate carriers do not stack.
| Pal / role | Partner effect | Affects | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Muddy Infliction | You | Lv 2 | Lv 6 | |
| Mounted Move Speed | This pal | 20% | 20% | |
| Bullet-Hit Stack Buff | Active pal | 1 | 5 | |
| Kikit Defense | This pal | 15% | 30% |
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Orserk gives the rotation a different elemental profile and another useful active skill bar. That makes the team less brittle when a phase resists Ground pressure.
Use Kikit when survival is the problem. Use Dumud when the rotation is already safe and you want another offensive Ground slot.
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