Stack up to 150% Attack and Defense on an Ice carry the boss brought no counter for.
The eighth tower is the level 80 gate, and it assumes you have cleared the other seven. Auri and Shaolong bring 501,600 HP, a five-minute timer, and a trap built into the type chart: Shaolong is Dragon and Water, so Electric and Ice both land the same 1.5x weakness multiplier, but the hard-mode kit carries Rocky Impact and Sand Twister specifically to punish Electric pals. Ice takes the multiplier without the exposure. That is why this party fights with Ice and keeps its Electric pal holstered: Orserk never deploys, it converts your bullet hits into up to 150% stacked Attack and Defense for Moldron Cryst from the party slot. Frostallion is not here for damage either; it exists to fly you out of Celestial Vortex when the arena floods. Foxcicle adds 15% to 30% Ice Attack on top, and Silvegis keeps your shield alive while you feed the stacks.
Core slots load at rank 1; use the open slots and rank controls to adapt the party.
5Party members
8Effects surfaced
5Max partner rank
1.0Dataset synced
// 01
The encounter
Auri and Shaolong, Hard Mode
The last of the eight tower gates, and the level 80 fight the other seven were training for. What ends runs here is not raw damage: it is a five-minute check against 501,600 HP, an arena flood that drags the whole field into Celestial Vortex, and a kit tuned to punish the counter most players bring. Electric and Ice both hit the weakness; only one of them gets hit back.
Target encounter
Auri and Shaolong, Hard Mode
Level
80
The last and highest of the eight tower gates.
HP
501,600
Just over 100,000 a minute to beat the timer.
Elements
Dragon and Water
Weakness
Ice and Electric
Both take the 1.5x multiplier; the kit only punishes Electric.
Time limit
5:00
Opening enemies
None
No Gunner or Crusher wave: deploy at the first second.
Unique mechanic
Celestial Vortex
An arena flood that ends in a vortex pulling the field inward.
The anti-Electric techShaolong's Water half makes Electric the obvious counter, and the hard-mode kit is built to punish exactly that: Rocky Impact and Sand Twister are both Ground, super effective against Electric pals. An Ice carry takes the same 1.5x weakness multiplier on the Dragon half without giving either cast anything to counter. This is the single most important call in the fight, and it is why Orserk buffs from the sphere instead of fighting.
The five-minute damage check501,600 HP in five minutes prices out at just over 100,000 a minute, and pal damage alone does not hold that pace. Player fire on Auri's head is part of the budget, which is why this party spends two slots (Orserk and Silvegis) making your own shooting stronger and safer rather than adding a fourth attacker.
The flood into Celestial VortexPartway through the fight, Shaolong floods the arena and ends the sequence with Celestial Vortex, a whirlpool that drags everything toward the center. It is a mobility problem, not a damage problem, and it gets a dedicated party slot as its answer: recall the carry, mount Frostallion, fly clear, wait it out.
Airborne uptimeShaolong spends much of the encounter in the air and moves fast enough that slow or short-range pal attacks miss outright. The carry pick is as much about Ice Laser and Ice Spit being long-range, wide, repeating casts as it is about the element on them.
// 02
The lineup
5 core members
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.
Raises Ice damage into an elemental weakness by 25% to 40% for you and your pals, and every Ice hit on Shaolong qualifies. Its exclusive Ice Laser and Ice Spit are long-range casts that keep connecting while the boss flies.
Ice Weakness Damage25% →40%You and palUnique effect · does not stack
Recruitment route
Start with the mapped field-boss encounter. The lowest mapped encounter is level 78.
The Celestial Vortex answer: recall the carry, mount, fly clear. While mounted your shots turn Ice with 10% to 40% Attack and 2 to 6 Freeze buildup, so even the escape window deals weakness damage. Backup carry if Moldron Cryst falls.
Player Attacks Become IceActive →ActiveYouUnique effect · does not stack
Mounted Attack10% →40%YouUnique effect · does not stack
Freeze Buildup2 →6YouUnique effect · does not stack
Recruitment route
Start with the mapped field-boss encounter. The lowest mapped encounter is level 60.
Never deploys. Each bullet hit gives the fighting pal 1% to 5% Attack and Defense for 5 seconds, stacking to 30. Fielding it would hand Rocky Impact and Sand Twister a super-effective target; from the sphere it pays the largest buff here.
Attack and Defense per Bullet Hit1% →5%Active palUnique effect · does not stack
Recruitment route
Catch it in the wild. Only spawns on the World Tree region.
Adds 15% to 30% Attack to Ice pals from the party slot, with no activation and no drawback. The safe pick over Celesdir Noct, whose larger advertised buff drains the active pal's Health for the whole fight.
Ice Pal Attack15% →30%This palUnique effect · does not stack
Recruitment route
Catch it in the wild. Spawns at levels 30 to 37 across 187 points on the main island.
Cuts shield damage by 65% to 80% and shortens shield-regeneration delay by 30% to 60%. You spend this fight shooting instead of hiding, and a shield that keeps coming back is what makes that trade safe.
Shield Regeneration Delay Reduction30% →60%YouUnique effect · does not stack
Shield Damage Reduction65% →80%YouUnique effect · does not stack
Recruitment route
Start with the mapped field-boss encounter. The lowest mapped encounter is level 62.
TipThe short version
Deploy Moldron Cryst the moment the fight starts, command Attack That Enemy, and put drones in the air inside ten seconds: there are no opening adds. Hold medium range while it cycles Ice Laser, Ice Spit and Diamond Rain, and keep rifle fire on Auri's head so Orserk's stacks never expire. Recall only from the heavy telegraphs. When the arena floods, recall Moldron Cryst, mount Frostallion, ride out Celestial Vortex at the outer edge, then redeploy and rebuild.
// 03
Condensation scaling
Rank 1 → Rank 5
Compare every surfaced partner effect at base rank and full condensation. Effects marked Unique can still scale by rank, but a second carrier of the same species adds nothing. Two different species carrying the same effect do add together.
Pal / role
Partner effect
Affects
Rank 1
Rank 5
Moldron CrystPrimary Ice carry
Ice Weakness DamageUnique
You and pal
25%
40%
FrostallionVortex escape mount
Player Attacks Become IceUnique
You
Active
Active
FrostallionVortex escape mount
Mounted AttackUnique
You
10%
40%
FrostallionVortex escape mount
Freeze BuildupUnique
You
2
6
OrserkStack buff engine
Attack and Defense per Bullet HitUnique
Active pal
1%
5%
FoxcicleIce attack booster
Ice Pal AttackUnique
This pal
15%
30%
SilvegisShield mitigation
Shield Regeneration Delay ReductionUnique
You
30%
60%
SilvegisShield mitigation
Shield Damage ReductionUnique
You
65%
80%
Values verified against current partner-skill rank curves
// 04
Passives to implant
4 core · 6 total
Four passives define the carry and two implants upgrade the player. Moldron Cryst runs Serenity, Immortality, Lunker and Legend, a spread deliberately more defensive than a burst configuration, because the carry is expected to stay deployed for most of five minutes. Frostallion wants the same core with its own native Ice Emperor, worth 30% Ice damage, in the Lunker slot. The support trio carries trainer implants, since their own combat stats never enter the fight.
Serenity
All five slots
Rank 3 · Standard pool
Active skill cooldown reduction 30% Attack +10%
30% active-skill cooldown reduction and 10% Attack. The three recommended casts sit on 20 to 30 second cooldowns, so the reduction buys more damage here than a similar-rank flat Attack passive would.
How to get it
Standard pool: it can roll on ordinary wild catches, so catch a carrier or breed it across.
Immortality
All five slots
Rank 4 · Mutation
Absorbs 100% of damage dealt and restores Health. Pal Auto Health Regeneration Rate +100%. Attack +15%.
Restores Health for 100% of damage dealt per the catalog text, doubles automatic Health regeneration, and adds 15% Attack. It is what lets Moldron Cryst fight through the hits you chose not to recall from.
How to get it
Mutation pool: it never rolls on an ordinary wild catch. Breed for it or pull the implant from the ancient relic recycler.
Lunker
All five slots
Rank 4 · No roll pool
20% increase to Water attack damage 20% increase to Ice attack damage 20% increase to defense.
20% Ice damage, 20% Water damage and 20% Defense. Two of the three halves pay in this fight, and the Defense is on the pal that eats the most casts in the party.
How to get it
A no-roll passive: it never appears on an ordinary catch, so it moves by breeding it down from a pal that already carries it.
Legend
All five slots
Rank 4 · No roll pool
Attack +20% Defense +20% Movement Speed increases 20%
20% Attack, 20% Defense and 20% movement speed. The movement is real dodge value against sweeping breath and meteor fields, not a stat-sheet leftover.
How to get it
Never rolls on a wild catch. Legendary pals carry it, the Frostallion in this party included, so it arrives by breeding from a legendary parent.
Vanguard
Nice to have
Rank 3 · Standard pool
10% increase in Player Attack.
10% player Attack per carrier, paid from the sphere. Put it on Orserk, Foxcicle and Silvegis, whose own passive slots otherwise do nothing for the fight.
30% player attack across the three support slots
How to get it
Bought once as an implant from a bounty officer for bounty tokens, then applied to any pal for gold.
Stronghold Strategist
Nice to have
Rank 3 · Standard pool
10% increase in Player Defense.
10% player Defense per carrier, also from the sphere. The second implant for the support trio; Healing Coach and Wellness Watcher are the fill-ins once both are placed.
30% player defense across the three support slots
How to get it
Same bounty officer, same one-time purchase. Buy both on the first trip.
// 05
Gear and loadout
10 picks
The weapons are not optional flavor here: bullet hits are what feed Orserk, so your loadout is half of the buff engine. The pal accessories all push the same Ice number the party is already stacking, and the consumable row exists because a single-carry plan needs an answer for the carry dying.
Weapons
Two guns and a hook. The launcher keeps stacks alive while you dodge, the rifle is your share of the damage check, and the hook is the dismounted escape you hope not to need.
Deploys up to nine autonomous drones, the easiest way to build and refresh Orserk's stacks while Moldron Cryst fights. Stacks last 5 seconds, so relaunch through the fight rather than treating drones as a one-time setup. Technology level 77.
A launcher that fires drones which perform autonomous attacks. Capable of deploying up to 9 units, enabling sustained suppression.
Paloxite Ingot ×70World Tree Holy Water ×40AI Core ×8Ancient Civilization Core ×5
The head-shot weapon, and every hit also refreshes the stack ladder. Its discharge chains from the point of impact, which is forgiving against a boss this large. Technology level 78.
A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.
Pulls you to whatever the hook lands on. Cheap insurance for crossing the arena when you are dismounted and a water cast cuts your line to cover.
It fires a hook that latches on to distant targets, pulling the user's body towards the target. It allows for easy movement between places with varying elevation.
Paldium Fragment ×10Ingot ×10Fiber ×30Ancient Civilization Parts ×1
Pal accessories
All three push the active pal's Ice damage while covering a different second stat. All three unlock from schematics, not technology levels.
Raises the active pal's Attack and significantly raises its Ice damage: both halves land on Moldron Cryst. The first schematic worth hunting for this fight.
An accessory that raises the Attack of the Pal fighting alongside you. It also significantly increases their Ice damage.
Refined Ingot ×20Horn ×30Ice Organ ×15Ancient Civilization Core ×5
The defensive pair: active pal Defense plus more Ice damage. The safest second slot for a carry that plans to stay deployed through most of the roster.
An accessory that raises the Defense of the Pal fighting alongside you. It also significantly increases their Ice damage.
Refined Ingot ×20Bone ×30Ice Organ ×15Ancient Civilization Parts ×10
Greatly reduces the Dragon damage your active pal takes and still raises its Ice damage. The roster carries three Dragon casts, Meteorain, Azure Dracoflare and Dragon Meteor, including the single hardest-hitting attack in the fight, and this discounts all three.
An accessory that greatly reduces incoming Dragon damage of the Pal fighting alongside you. It also significantly increases the Ice damage of the Pal fighting alongside you.
Refined Ingot ×20Pure Quartz ×20Ice Organ ×15Ancient Civilization Parts ×5
Defense and consumables
Armor is a rule rather than an item, the shield is what Silvegis multiplies, and the potions are the difference between a death and a delay.
Armor
Highest-rarity armor you own
Rarity beats rolls. If two pieces tie on rarity, take the one that rolled Attack, because Silvegis is already carrying the defensive load.
Shield
Highest shield you can craft
Silvegis scales off the shield: an 80% damage cut multiplies whatever pool it protects, so a bigger shield is worth more here than anywhere else in the game.
One deployed pal at a time means one death can end the run. Carry several: reviving Moldron Cryst mid-fight is cheaper than finishing on an unbuffed backup. Technology level 61.
A potion that revives a Pal that has been injured and is unable to move.
Eat it at the gate, and not defense food: the two buffs replace each other, and the defensive half of this build is already handled by Silvegis and the shield.
// 06
Stat point priority
Highest priority first
An ordering, not a budget, and it leans attack-first because the party already bought your survivability. The damage check is shared between you and the carry, so player stat points are damage-check points.
1AttackFirst, and not close. Drones, the rifle and every head shot scale off it, and 501,600 HP in five minutes does not fall to pal damage alone.
2HealthSecond. It covers what shield mitigation does not: vortex chip, meteor splash, and the mistakes you make at 4:30 with the timer in your ear.
3StaminaThird. Flying clear of the flood and holding constant lateral movement both spend it, and running dry next to a wandering Sand Twister is how careful runs end.
4Weight and work speedLast. Neither does anything inside a tower. Spend into them only after the three combat stats are done.
// 07
How to play it
6 steps
The repeating loop, distinct from the fight timeline: this is what every non-vortex minute of the fight looks like. It has one rule underneath it, which is that bullet uptime is buff uptime.
1Open on Shaolong immediately
No adds means no ramp. Deploy Moldron Cryst at the first second, command Attack That Enemy so it stays on the boss, and have drones airborne inside ten seconds.
2Keep the stack engine fed
Each Orserk stack lasts 5 seconds, so 30 stacks is a state you maintain, not a setup you complete. Relaunch drones as they wind down and keep rifle fire flowing between dodges; every bullet hit refreshes the ladder.
3Cycle the three Ice casts at medium range
Ice Laser, Ice Spit and Diamond Rain all work at range and keep connecting with Shaolong's large, airborne frame. With Serenity's 30% cooldown cut the three rotate with little dead time, and melee range buys nothing except more water to stand in.
4Spend safe windows on Auri's head
Auri is the visible weak point. When a cast resolves, put the rifle on the head rather than repositioning early: accurate player fire is what keeps the run ahead of the 100,000-a-minute pace.
5Recall by telegraph, not by reflex
Pull Moldron Cryst out of Meteorain, Azure Dracoflare, Dragon Meteor, Geyser Gush and Rocky Impact when it is trapped inside them. Leave it fighting through everything smaller: Immortality and the lifesteal exist so that minor hits heal back instead of costing uptime.
6Unload into Freeze
Ice attacks build Freeze, and a frozen Shaolong stops moving. That is the window to stand still and empty a magazine into Auri's head, not the window to reposition. The stacks you bank here are what the next dodge phase spends.
// 08
Fight plan
6 phases
The clock is the spine of this fight: 501,600 HP over five minutes is a pace, and the checkpoints below are how you diagnose a failed run instead of guessing. The one event that does not sit on a fixed clock is the flood, so the middle windows are written around expecting it rather than scheduling it.
1
0:00 to 0:20Open at full damage
There is no Gunner or Crusher wave, so the timer starts with nothing between you and the boss. Deploy Moldron Cryst, command Attack That Enemy on Shaolong, launch drones, and open rifle fire on Auri. The first stacks should be climbing before Shaolong finishes its first cast.
Drones in the air and Orserk stacks climbing by 0:15.
2
0:20 to 1:30Settle the loop
Moldron Cryst cycles Ice Laser, Ice Spit and Diamond Rain from medium range while you relaunch drones and spend every safe window on Auri's head. Move laterally through the water pressure, recall only from the heavy telegraphs, and do not buy perfect dodges at the price of uptime.
Roughly a quarter of the bar, about 125,000 HP, gone by 1:30.
3
1:30 to 2:30Fight ready to break off
The flood does not arrive on a fixed clock, but expect it around the middle of the fight. Keep the loop running with one eye on the arena floor: the moment water starts rising, recall Moldron Cryst first, before the pull begins, and deploy Frostallion.
4
2:30 to 3:30Ride out the vortex, rebuild the engine
Mounted on Frostallion, fly to an outer corner or put a pillar between you and Celestial Vortex, and stay mounted until it ends. Mounted shots still deal Ice weakness damage, but survival outranks damage here. Then redeploy Moldron Cryst, relaunch drones, and rebuild toward 30 stacks.
Half the bar, about 250,000 HP, gone by 3:00.
5
3:30 to 4:30Hold the pace
The loop does not change; the discipline is what slips. Keep drones cycling, keep head shots flowing, and unload through every Freeze proc instead of repositioning through it. If the arena floods again, run the same escape in the same order: carry first, then the mount.
6
4:30 to 5:00Close it
Everything commits. Keep Moldron Cryst deployed through anything short of a full stop, hold the trigger on Auri's head, and if the carry falls, spend a Revival Potion or field Frostallion as the second Ice attacker. A run still holding six figures here was lost at an earlier checkpoint, not this one.
Entering this window at 50,000 HP or less; anything more demands a flawless final loop.
// 09
Attacks and counterplay
11 attacks
Ten attacks in the hard-mode roster: nine standard casts plus the vortex. The page renders each one's element, power and cooldown from the catalog, so the groupings below are about what you do, not what the move is. Three casts stop the fight, four are worth a recall when the carry is trapped, and four are taxes you pay with footwork instead of uptime.
Full stops
Casts that suspend the damage loop entirely. Two of them are the reason Frostallion is in the party.
Arena flood
The tell, not the hit. The moment water starts rising, recall Moldron Cryst before the pull begins, so the carry is safe in the sphere while you reach for the mount.
Celestial VortexWaterPower 70030s cooldown
Mount Frostallion and fly to an outer corner, or put a pillar between you and the pull, and stay mounted until it ends. Do not try to dodge-roll against the current.
MeteorainDragonPower 70030s cooldown
The widest overhead barrage in the kit. Recall Moldron Cryst if it is caught inside the field, break line with arena cover, and keep moving until the shockwaves stop.
Recall checks
Heavy casts worth pulling the carry out of when it is trapped inside them. Recall for these and nothing smaller: every extra recall is damage the timer does not refund.
Azure DracoflareDragonPower 60030s cooldown
A sweeping cone of Dragon flame. Move through it against the sweep direction rather than backing away in a straight line, and recall Moldron Cryst only if the breath pins it against an edge.
Dragon MeteorDragonPower 60030s cooldown
Tracks a single target rather than carpeting the arena, so watch whether it is aimed at you or the pal. Whoever it tracks moves; the other keeps dealing damage.
Geyser GushWaterPower 60030s cooldown
Water pillars erupt beneath and around the target, so the answer is to leave the spot. Sprint laterally the moment the cast starts, and recall Moldron Cryst if it is surrounded.
Rocky ImpactGroundPower 60030s cooldown
One of the two Ground casts aimed at Electric parties. Against this Ice lineup it is a dodge, not a build problem: sidestep the boulder and keep the loop running.
Uptime taxes
Pressure moves that punish standing still or standing in front. All four are answered with lateral movement, and none of them justifies a recall.
Hydra ChargeWaterPower 50024s cooldown
A straight-line charge. Sidestep, never backpedal: the charge covers ground faster than you retreat, and dodging sideways leaves you free to keep firing the whole way through.
Aqua SurgeWaterPower 50024s cooldown
Waves converge from all sides and detonate at the center, so the safe direction is outward through a gap before they close. Keep firing; the window is longer than it looks.
Sand TwisterGroundPower 50024s cooldown
The second anti-Electric cast. The tornadoes wander in circles, so treat them as moving terrain: track them at the edge of your vision and route your strafing around them.
Hydro SlicerWaterPower 35016s cooldown
A frontal blast whose struck ground erupts again after a delay. Never idle in front of the boss between casts, and do not dodge into an area it has already hit.
// 10
What this build turns down
4 considered
Four comps get pitched for this gate constantly. Each is real, each is faster or cheaper on paper, and each gives up the thing that makes this version reproducible.
The Electric nuke
The case for it An optimized Electric burst comp kills Shaolong faster. Electric hits the same Water-side weakness, and Helzephyr Lux converts your own fire to Electric with 5% to 20% Attack while mounted.
Faster and more fragile. The hard-mode kit carries Rocky Impact and Sand Twister specifically to punish Electric pals, so the comp depends on burst windows, maintained buffs and never getting clipped. This build trades the speed for a carry the boss has no counter-tech against.
Celesdir Noct over Foxcicle
The case for it Blessing of Chaos advertises a 40% Attack increase for the fighting pal, larger than Foxcicle's 30%, from the same kind of party slot.
The buff costs gradual Health loss on the pal it buffs, which works directly against the Immortality sustain this build leans on. And our catalog cannot corroborate its scaling: the per-rank effect value is zero on all five ranks. Community tables quote figures up to 80%; we can confirm the 40% description and nothing behind the ranks, so this guide does not publish the higher number.
God of Destruction on the carry
The case for it At 40% Attack and 20% Defense it outranks every core passive in this spread, and speed-kill builds run it for exactly that reason.
It also halves maximum Health, on the one pal that must stay deployed through the hits you chose not to recall from. Correct for a burst clear, wrong for a build whose failure mode is Moldron Cryst dying at 4:30.
Legacy Thunder Rail Orserk
The case for it Older guides field Orserk itself as the carry with a Thunder Rail move set inherited through pre-1.0 breeding chains.
Two problems. Those move sets depend on inheritance the current breeding restrictions no longer allow, so a fresh save cannot recreate them. And a deployed Orserk is an Electric pal standing in Rocky Impact. Its value here is the stack buff, which it pays in full from the sphere.
// 11
Where to get everything
6 stops
Nothing on this page needs a lucky roll except the passive spread, and even that is a breeding project rather than a gamble. Work the list in order: the party first, the condensation second, because every headline number quoted above is a rank 5 value.
Catch or breed the five palsAll five are obtainable on a fresh v1.0 save. Frostallion is the legendary of the group and doubles as the source of the Legend passive; the recruitment routes for each species are on their pal pages.Moldron Cryst guide
Condense everything to Partner Skill rank 5Every number this page quotes is the rank 5 figure: 40% Ice weakness damage, 5% per stack, 30% Ice Attack, 80% shield damage cut, 60% regeneration delay. At rank 1 the same five pals deliver roughly half the build, and the supports lose the most.
Finish the carry's investmentMoldron Cryst wants to be level 80, fully upgraded with Pal Souls, awakened, at Trust level 7, and carrying strong IVs. This is the last gate in the game; the fight is balanced against a finished pal, not a fresh catch.
Source the non-native movesDiamond Rain resolves in our skill catalog but is not in Moldron Cryst's learnset: it arrives by Skill Fruit or move inheritance, so do not look for it on the level-up list. Ice Spit (level 50) and Ice Laser (level 70) are native. If the fruit is missing, Blizzard Spike, learned at 30, is the drop-in third cast. Frostallion needs nothing: Crystal Wing, Double Blizzard Spike and Absolute Frost are all native.
Craft the endgame weaponsThe Drone Launcher unlocks at technology level 77 and the Plasma Rifle at 78, both built from Paloxite Ingots, AI Cores and Ancient Civilization Cores. Revival Potions unlock at 61; craft a stack, not a single.
Hunt the three Ice schematicsIce Emperor's Baton, Frostallion's Talisman and the Cryolinx Ring all unlock from schematic drops rather than the technology tree. Two accessory slots on the carry means the Baton and Talisman are the default pair, with the Ring as the swap for Dragon-heavy deaths.
// 12
Alternates and flex picks
2 viable swaps
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Is Electric or Ice better against Auri and Shaolong hard mode?
Ice. Both elements land the same 1.5x weakness multiplier, Electric through Shaolong's Water half and Ice through the Dragon half, but the hard-mode kit carries Rocky Impact and Sand Twister, two Ground casts that are super effective against Electric pals. An Ice carry gets the full multiplier and gives those casts nothing to counter. Electric still contributes here, but from the sphere: Orserk buffs, it never fights.
Does Moldron Cryst learn Diamond Rain?
Not naturally. Diamond Rain is a real catalog skill, but it is not in Moldron Cryst's learnset, so it has to come from a Skill Fruit or move inheritance through breeding. Its native kit covers the rest of the rotation: Ice Spit at level 50 and Ice Laser at level 70. If you have no fruit, run Blizzard Spike, learned naturally at level 30, as the third cast.
How does Orserk's partner skill work if I never send it out?
Ferocious Thunder Dragon is a party passive: it works from the sphere. Every bullet hit you land gives the pal fighting alongside you 1% to 5% Attack and Defense (by Partner Skill rank) for 5 seconds, stacking up to 30 times, a ceiling of 150% at rank 5. Drone Launcher hits count, which is how you keep the ladder full while dodging. Deploying Orserk would expose an Electric pal to the boss's Ground casts for no gain.
What do I do about Celestial Vortex?
Break the fight off in the right order. When the arena starts flooding, recall Moldron Cryst first so it cannot be dragged in, then deploy and mount Frostallion and fly to an outer corner or behind a pillar. Stay mounted until the vortex ends; do not try to dodge-roll against the pull. Then redeploy the carry, relaunch drones, and rebuild Orserk's stacks before committing to anything else.
Does Celesdir Noct give 80% attack?
Our committed 1.0 catalog says no. Blessing of Chaos's description promises a 40% Attack increase while the active pal gradually loses Health, and its per-rank effect value is zero on all five ranks, so we cannot confirm any scaling above the description figure. Community rank tables report up to 80%, which we cannot verify. Between the unconfirmed number and the Health drain fighting your own lifesteal, Foxcicle's unconditional 30% is the better slot.
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