Returns a portion of damage as health for both trainer and Felbat.
- Trainer and Pal Life Steal5% → 9%You and pal
Catch it in the wild. Spawns at levels 20 to 66 across 181 points on the main island.

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Stay on your feet with life steal, shield recovery, ranged damage and durable rotation Pals.
A raid-oriented player-survival lineup distilled from a detailed army-building guide. Felbat supplies life steal, Solenne maintains ranged offense, Xenogard rewards energy weapons, Silvegis restores shields faster, and Tetroise Primo protects equipment durability. The party is strongest for players who prefer doing the shooting while their roster keeps them alive and operational.
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.
Returns a portion of damage as health for both trainer and Felbat.
Catch it in the wild. Spawns at levels 20 to 66 across 181 points on the main island.
Raises trainer ranged attack so the survival package still contributes offense.
Catch it in the wild. Only spawns on the World Tree region.
Boosts equipped energy-weapon damage for a player-led raid setup.
Take it off an enemy camp squad. Xenogard is fielded by NPC squads at 1 mapped enemy camp (1 squad spawn point). Squad levels are not recorded in the camp data, so scout the camp before you commit.
Shortens the path back to a usable shield and reduces shield damage taken.
Start with the mapped field-boss encounter. The lowest mapped encounter is level 62.
Reduces equipment wear during long raid attempts and repeated farming sessions.
Catch it in the wild. Only spawns on the World Tree region.
Keep Felbat active while dealing steady weapon damage so life steal offsets chip damage. Fire through safe windows with Solenne and Xenogard supporting the ranged setup, then break line of sight when the shield drops so Silvegis can accelerate recovery. Tetroise Primo is passive insurance for long attempts and can be swapped out for more healing in short fights.
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 |
|---|---|---|---|---|
| Trainer and Pal Life Steal | You and pal | 5% | 9% | |
| Trainer Ranged Attack | You | 30% | 80% | |
| Energy Weapon Damage | You | 10% | 35% | |
| Shield Recovery Start Rate | You | 30% | 60% | |
| Shield Damage Reduction | You | 65% | 80% | |
| Equipment Durability Preservation | You | 80% | 100% |
The one build in the library where a mutation passive is the single highest-value implant, because Immortality life steal is the only thing in the game that compounds with Felbat.
Absorbs 100% of damage dealt and restores Health. Pal Auto Health Regeneration Rate +100%. Attack +15%.
Life Steal +5% stacked on Felbat 9%, plus 15% attack which raises the damage that life steal is a percentage of. Nothing else in the passive pool interacts with this build core mechanic.
Mutation-pool only, so it never rolls on an ordinary wild catch. Breed for it across several breeding bases, or pull the implant from the ancient relic recycler.
10% increase in Player Attack.
Life steal returns a percentage of damage dealt, so raising attack raises your healing at exactly the same rate. In this build the attack implant is also the sustain implant.
50% player attack across five carriers
Bought once from a bounty officer for bounty tokens, then applied to any pal for gold. Bounty tokens come from the purple wanted markers on your map.
Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage
Immunity to poison and burn. Raid bosses apply damage over time freely, and it ticks as a percentage of your maximum Health regardless of Defense, which is the one thing life steal cannot outpace.
Defense and regeneration on every carrier, immunities do not need stacking
Mutation-pool only, same routes as Immortality.
10% increase in Player Defense.
Useful but third in line. Silvegis is already handling the shield, and this party recovers from damage rather than preventing it.
50% player defense across five carriers
Same bounty officer, same one-time purchase.
Xenogard ties this build to the energy weapon family, and life steal ties it to sustained fire. Those two constraints pick the weapon between them. Materials shown are the first craftable tier.
Xenogard 10% to 35% covers the beam and plasma family: Plasma Rifle, Charge Rifle, Laser Rifle, Beam Launcher, Energy Shotgun, Overheat Rifle and Beam Scatter. It pays nothing on a bow, a ballistic rifle or a melee weapon.
The highest sustained damage per second in the game and an energy weapon, so Xenogard applies. In a life-steal build, damage per second is healing per second.
A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.
Unlocks at technology 51, far before the Plasma Rifle, and still counts as an energy weapon. This is the slot to run while you farm toward the endgame tier.
A weapon that fires high-energy lasers. It has impressive firepower and is easy to handle.
Also an energy weapon at 12,500 listed attack. Worse for life steal than a fast rifle, because healing tracks total damage over time rather than per-shot ceiling.
A beam rifle crafted with advanced technology. Charges energy to deliver one powerful shot.
Drones deal their own damage while you reload. Whether that damage counts as yours for life steal is not something our data records, so treat any healing from it as a bonus rather than part of the plan.
A launcher that fires drones which perform autonomous attacks. Capable of deploying up to 9 units, enabling sustained suppression.
Silvegis mitigation is a percentage of shield damage, so shield tier multiplies it. Tetroise Primo is what stops that gear degrading over a long raid.
Silvegis cuts 65% to 80% of the damage your shield takes, so a larger shield pool means that percentage absorbs more absolute damage.
Rarity beats the roll. With Tetroise Primo in the party its durability lasts roughly twice as long, so committing your best piece to a long raid is safer than usual.
Defense Up Lv. 4 and Health Up Lv. 4. Health matters because life steal refills a pool, and a bigger pool means more room to recover into.
An accessory that greatly raises Defense and Health.
Attack Up Lv. 4 at 20%. As with the attack implant, this raises healing and damage together.
An accessory that greatly raises your Attack, and that of the Pal fighting alongside you.
Attack food, without hesitation. In this party the attack buff is also a healing buff.
Worth 20% attack, and therefore 20% more life steal throughput.
Now with cheese, this dish has reached the highest level of fine cuisine. Eating it will increase Attack by +20% and stay full longer for a period of time.
Worth 25% attack for a much harder recipe.
A dish made by simmering vegetables and meat with spices. The rich flavor is highlighted by large chunks of tender meat. Eating it will increase your Attack by 25% for a period of time.
Craft one before committing to a stat spread.
A potion that allows the player to reset their status points when consumed. It has no effect if consumed by a Pal.
Attack first even though this is a survival build, because life steal makes attack and healing the same stat.
A raid build, which means the fight is long and attrition is the threat rather than any single hit. The loop is simple and the discipline is not stopping.
Life steal is worded as you and Felbat fighting together, so it only applies while Felbat is the active pal. Leaving it in a party slot gives you nothing, and this is the mistake that quietly ends most attempts at this build.
Xenogard 35% only pays on the beam and plasma family. Running it with a ballistic rifle means playing four slots instead of five, so either commit to the weapon class or swap the slot for Nyafia and use a shotgun.
Every point of damage returns 9% of itself as Health at full condensation. Backing off to recover is exactly backwards: retreating switches off your healing at the moment you need it most.
Silvegis shortens shield-regeneration delay by 30% to 60%, so a brief pause behind cover returns the shield much faster than it would otherwise. That is the one moment where stopping is correct.
Weapon and armor durability rises by 80% to 100%, which roughly doubles how long a raid attempt can run before gear degrades. It contributes nothing to a five-minute fight and a great deal to a forty-minute one.
Poison and Burn tick as a percentage of your maximum Health and ignore Defense. They scale with the same stat your healing refills, so they cancel out rather than being outpaced. Idiosyncratic immunity is the only real answer.
The durability slot is the one people question, and the life-steal mechanic is the one people misread. Both are worth setting out.
The case for it
Equipment durability contributes no damage, no healing and no mitigation. In a five-slot party that looks indefensible.
It is indefensible in a short fight, and the guide says so: for a quick boss attempt, swap it for Lyleen party heal or Celesdir regeneration. Its case is specifically the long raid, where 80% to 100% more durability roughly doubles the attempt length before your weapon and armor start failing. Judge the slot by how long you intend to be in there.
The case for it
Partner effects normally work from the party slot without fielding the pal, so Felbat should heal you from the bench like Silvegis and Solenne do.
Life Steal is one of the exceptions. Its description requires you and Felbat to be fighting together and its effect targets both of you, so the pal has to be out. This is the single most consequential misreading available in the build, because it silently removes the entire sustain plan.
The case for it
Xenogard, Nyafia, Robinquill and Pupperai all carry the same 10% to 35% effect type, so the slot should pay out regardless of what you are holding.
The effect type is shared but the condition is not. Xenogard covers energy weapons, Nyafia shotguns, Robinquill bows and Pupperai melee, and only the matching one fires. The Beam Scatter is the single weapon that satisfies two of them at once, being both a shotgun and an energy weapon.
The case for it
Nine percent of all damage dealt, returned as Health, sounds like it should keep you alive through anything given enough damage output.
It scales with your damage, not with the boss. Against a raid boss that deals a large single hit, life steal cannot pre-emptively heal what has not happened yet, which is why Silvegis is in the party. Recovery answers sustained chip damage; mitigation answers spikes. This build carries both on purpose.
Xenogard and Tetroise Primo are the two that take real effort. Felbat and Silvegis are ordinary catches, and the passives matter more here than the pals.
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Player damage, entirely. Solenne and Xenogard raise your weapon output, Felbat converts that output into healing, and Silvegis protects your shield while you keep firing. No slot in the lineup buffs your pal.
No. Its skill requires you and Felbat to be fighting together, so life steal only applies while Felbat is the active pal. Benching it removes the entire sustain plan, and it does so silently.
Endurance rather than damage. It raises weapon and armor durability by 80% to 100%, which roughly doubles how long a raid attempt runs before gear starts failing. It does nothing in a five-minute boss fight, so for short attempts swap it for Lyleen or Celesdir.
The energy family: Plasma Rifle, Charge Rifle, Laser Rifle, Beam Launcher, Energy Shotgun, Overheat Rifle and Beam Scatter. It pays nothing on a bow, ballistic rifle, shotgun or melee weapon, because each of those has its own carrier and only the matching one fires.
Against sustained chip damage, largely yes. Against a single large hit, no, because it can only return a percentage of damage you have already dealt. That is why Silvegis is in the party: recovery answers attrition, mitigation answers spikes, and a raid gives you both.
Poison and Burn. Both tick as a percentage of your maximum Health and ignore Defense entirely, so they scale with the same pool your life steal is refilling and effectively cancel it. Idiosyncratic grants immunity to both and is a core passive here for that reason.
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