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Hard-mode boss counter

Saya and Selyne Hard Counter

Updated

A 2.5x Nightmare Bloom multiplier on alternating carries, while the boss's three anti-Dragon Ice attacks hit nothing they were aimed at.

Selyne takes increased damage from Dark and Dragon, and the old answer here was five Dragons. The hard-mode attack table is why this page no longer recommends that: the kit carries Freeze Wall, Blizzard Spike and Diamond Rain, three Ice attacks that all land super-effective hits on Dragon pals, while a Dark party takes those three at neutral and resists the five Neutral attacks that make up the bulk of the table. A Dark comp owes respect to exactly one cast, the Dragon-element Comet Barrage. So this build runs two Bellanoir Liberos as alternating carries: Nightmare Stare fires Nightmare Bloom on activation, and its damage multiplier on that skill reaches 2.5x at partner skill rank 5, on a skill whose listed power is 600. Croajiro Noct adds 25% to 40% to Dark damage that hits a weakness, Orserk converts your bullets into up to 150% Attack and Defense on the active carry, and Silvegis keeps your shield standing while you feed it.

Your five-slot partyReady to load
Bellanoir LiberoPrimary Dark carry
Bellanoir LiberoRotation carry
Croajiro NoctWeakness amplifier
OrserkStack engine
SilvegisShield underwriter
Core slots load at rank 1; use the open slots and rank controls to adapt the party.
5Party members
4Effects surfaced
5Max partner rank
1.0Dataset synced
// 01

The encounter

Saya and Selyne, Hard Mode

The Moonflower tower at its hardest: level 80, 567,300 HP, a five minute clock. The burst is survivable; the arithmetic is what kills runs. 567,300 HP in five minutes is a shade under 1,900 damage per second sustained, and the fight spends your clock for you: three Moonflower adds up front, two extra Selynes near the end, and an attack table where three Ice moves exist specifically to punish the Dragon comp the weakness chart invites.

Target encounter

Saya and Selyne, Hard Mode

Level
80
HP
567,300
Elements
Dark and Neutral
Weakness
Dark and Dragon
both are real; this build attacks the Dark one
Time limit
5:00
Opening enemies
2 Moonflower Genin, 1 Moonflower Jonin
Late summons
2 additional Selynes
triggered near the end of the fight
First-clear reward
Saya Hat
Rare reward
Legendary Plasma Rifle Schematic
10% roll
  • The anti-Dragon Ice packageFreeze Wall, Blizzard Spike and Diamond Rain exist to punish the comp Selyne's weakness chart invites. All three hit Dragon pals super-effectively; all three hit Dark pals at neutral. This single fact is why the page fields Bellanoir Libero instead of the all-Dragon rotation it used to recommend.
  • The five-minute checkClearing the bar takes roughly 1,900 HP per second sustained, and every second spent on adds, summons or a dead carry raises the rate on what remains. The build answers with a quick-swap loop that never idles on cooldowns.
  • The two-Selyne summonNear the end of the fight two additional Selynes join the original, tripling the beam and telegraph density. It is a real phase change, not a footnote: the fight plan below gives it its own window and treats both summons as mandatory kills.
  • Three enemies before the bossTwo Moonflower Genin and a Moonflower Jonin open the fight. Alive, they split Bellanoir's targeting, drain your shield and stand where your drones should be. The real fight starts when they are dead, which should be by 0:30.
// 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.

Primary Dark carry01
Bellanoir Libero Core attacker

Learns Apocalypse at 30, Nightmare Bloom at 50 and Dark Whisp at 70 natively. Nightmare Stare fires Nightmare Bloom on activation, and its damage multiplier on that skill climbs from 1.1x at rank 1 to 2.5x at rank 5, on a 30 second cooldown.

Nightmare Stare is an activated skill, so no passive party effect is surfaced here: the payoff is the multiplied Nightmare Bloom window itself.
Recruitment route

Summon it at a Summoning Altar. Bellanoir Libero is a raid boss: build a Summoning Altar, use its slab, and beat the summon. Mapped tiers run at level 45 and level 80.

Rotation carry02
Bellanoir Libero Core attacker

The second copy buys a fresh Nightmare Stare window, a second health pool, and recovery time for the first: while one copy's 30 and 20 second cooldowns tick down inside the sphere, the other is already casting.

Nightmare Stare does not stack across copies. This slot exists for cooldown rotation, not a bigger multiplier.
Recruitment route

Summon it at a Summoning Altar. Bellanoir Libero is a raid boss: build a Summoning Altar, use its slab, and beat the summon. Mapped tiers run at level 45 and level 80.

Weakness amplifier03
Croajiro Noct 1 effect

Raises Dark damage that strikes an elemental weakness by 25% to 40%, for you and your pals alike. Selyne is weak to Dark, so the bonus applies to every hit this party throws. It works from the party slot and never deploys.

  • Dark Damage vs Elemental Weakness25% 40%You and palUnique effect · does not stack
Recruitment route

Catch it in the wild. Spawns at levels 61 to 62 across 449 points on the main island.

Stack engine04
Orserk 1 effect

Every bullet you land gives the active pal 1% to 5% Attack and Defense for 5 seconds, stacking to 30. Full stacks are worth up to 150% of both, and they start decaying the moment your fire stops.

  • 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.

Shield underwriter05
Silvegis 2 effects

Cuts shield damage by 65% to 80% and shield-regeneration delay by 30% to 60%. You spend five minutes on foot feeding stacks; this is what lets you hold ground through Air Blade chip and leaked beams.

  • 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

Rocket the two Moonflower Genin and the Jonin before anything else. Deploy the first Bellanoir Libero, hit it with the Megaboost Gun, keep Drone Launcher fire connecting so Orserk holds 30 stacks, and activate Nightmare Stare once Selyne commits to an animation. Spend Nightmare Bloom, Apocalypse and Dark Whisp, recall, and repeat on the second Bellanoir. Recall whichever copy is out when Comet Barrage starts, and kill both summoned Selynes the moment they appear.

// 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 / rolePartner effectAffectsRank 1Rank 5
Croajiro NoctWeakness amplifier
Dark Damage vs Elemental WeaknessUniqueYou and pal25%40%
OrserkStack engine
Attack and Defense per Bullet HitUniqueActive pal1%5%
SilvegisShield underwriter
Shield Regeneration Delay ReductionUniqueYou30%60%
SilvegisShield underwriter
Shield Damage ReductionUniqueYou65%80%
Values verified against current partner-skill rank curves
// 04

Passives to implant

4 core · 6 total

Both Bellanoir Liberos run the same four cards, and the safety-first version deliberately declines the biggest attack passive in the game (the rejection table says why). The support three carry trainer implants instead; Reload Master (4% reload speed per copy) and Idiosyncratic fill any slot left over.

Serenity

All five slots
Rank 3 · Standard pool

Active skill cooldown reduction 30% Attack +10%

30% off active-skill cooldowns and 10% Attack. On this kit it compresses the 30 second Nightmare Bloom loop and every Apocalypse between, which means more casts, and through Immortality more healing events, inside the same five minutes.

How to get it

Standard pool: it rolls on wild catches and breeds down normally, so a breeding pair is the reliable path onto both Bellanoirs.

Siren of the Void

All five slots
Rank 4 · No roll pool

30% increase in Dark attack damage. 30% increase in Ice attack damage.

30% more Dark attack damage, and every skill this build casts is Dark. The paired 30% Ice bonus is dead weight in this fight, which costs nothing.

How to get it

Outside the standard roll pool in our catalog, so do not hunt it on wild catches. Community guides report it appearing natively on Bellanoir Libero; start from the copy your raid egg hatches with it.

Immortality

All five slots
Rank 4 · Mutation

Absorbs 100% of damage dealt and restores Health. Pal Auto Health Regeneration Rate +100%. Attack +15%.

The sustain engine: damage dealt restores Health at a 100% rate, auto regeneration is doubled, and it still pays 15% Attack. It is why chip damage between Comet Barrage recalls never accumulates into a death.

How to get it

Mutation pool only, so it never rolls on an ordinary wild catch. Breed toward it or pull the implant from the ancient relic recycler.

Diamond Body

All five slots
Rank 4 · Standard pool

Defense +30% Immune to Flinch Immune to Knockback

Defense +30% plus immunity to flinch and knockback. The immunities are the point: Nightmare Bloom is a long barrage, and a carry that cannot be staggered finishes the cast through Air Blade chip.

How to get it

Standard pool: rolls on wild catches and breeds normally.

Vanguard

Nice to have
Rank 3 · Standard pool

10% increase in Player Attack.

Worth 10% player Attack per carrier, on the three pals that never leave the sphere. Your bullets clear adds and summons and feed the stack engine, so the player half of the build is not decorative.

30% player attack across the three support slots

How to get it

Bought once 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.

The defensive twin. You are on foot for five minutes, and 10% per support slot covers the hits the shield does not catch.

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

14 picks

Every item here keeps a named buff running; nothing is filler. The Plasma Rifle is deliberately absent from the required column because its Legendary schematic is this fight's own 10% rare drop, and a guide should not require its reward as its entry fee.

Weapons

The guns are support tools first: one maintains stacks, one buffs the carry, one deletes adds. Damage from your own hands is the bonus, not the plan.

  • Stack maintenance
    Drone LauncherTech Lv 77

    Up to nine autonomous drones, which is nine sources of bullet hits feeding Orserk's 5 second stacks while you dodge or reload. Level 77 technology. Stay close enough that the drones keep connecting.

    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
  • Carry buff
    Megaboost GunTech Lv 63

    Fire it at the active Bellanoir on every deploy: it boosts the pal's attack and defense, and this improved version holds the buff longer. Level 63 technology.

    Firing it at an allied Pal boosts their attack and defense, while hitting an enemy deals damage. Thanks to improvements, the boost is stronger and lasts longer, and it deals more damage to enemies.

    Coralum Ingot ×150Hexolite ×120Carbon Fiber ×200Circuit Board ×100
  • Add clear
    Rocket LauncherTech Lv 65

    One rocket into the grouped opening adds, and again when the two summoned Selynes appear. Level 65; the level 53 Grenade Launcher does the same job on a budget.

    A Rocket Launcher that can fire a powerful round from long distances.

    Coralum Ingot ×75Polymer ×30Carbon Fiber ×25Computer ×10
  • Sidearm
    Plasma RifleTech Lv 78

    The best stack feeder in the game, but its Legendary schematic is this boss's 10% rare drop. Treat it as the reward, not the requirement: bring the strongest rifle you already own for the first clear.

    A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.

    Paloxite Ingot ×80Bio Battery ×50AI Core ×8Ancient Civilization Core ×7

Accessories

All four slots serve the Dark carry or the player feeding it. The first three are settled; the fourth is the one real choice.

  • Pal attack

    Lord of the Underworld's Baton: raises the active pal's Attack and significantly increases its Dark damage. The best single slot a Bellanoir party can fill.

    An accessory that raises the Attack of the Pal fighting alongside you. It also significantly increases their Dark damage.

    Refined Ingot ×20Horn ×30Pure Quartz ×15Ancient Civilization Core ×5
  • Pal defense

    Lyleen Noct's Talisman: the defensive twin, Pal Defense plus another significant Dark damage increase on the same slot.

    An accessory that raises the Defense of the Pal fighting alongside you. It also significantly increases their Dark damage.

    Refined Ingot ×20Beautiful Flower ×5Venom Gland ×10Ancient Civilization Parts ×10
  • Neutral answer

    Katress Ring: greatly reduces the active pal's incoming Neutral damage and adds more Dark damage. Five of Selyne's eleven attacks are Neutral, so the reduction is live for most of the fight.

    An accessory that greatly reduces incoming Neutral damage of the Pal fighting alongside you. It also significantly increases the Dark damage of the Pal fighting alongside you.

    Refined Ingot ×20Leather ×20Katress Hair ×10Ancient Civilization Parts ×5
  • Fourth slot, faster

    Dogen Emblem: greatly raises Attack for you and the active pal. The pick when your runs die to the clock rather than to damage.

    An accessory that greatly raises your Attack, and that of the Pal fighting alongside you.

    Refined Ingot ×20Bone ×30Paldium Fragment ×35Ancient Bone ×30
  • Fourth slot, safer

    Silvegis Emblem: the same idea on Defense. Warsect Terra's Belt (Defense and Health in one slot) is the alternative when the deaths are yours rather than the pal's.

    An accessory that greatly raises your Defense, and that of the Pal fighting alongside you.

    Refined Ingot ×20Chromite ×10Paldium Fragment ×35Ancient Bone ×30

Armor and consumables

Defense here is a floor, not a build: the shield does the work and the pocket heals cover what leaks through.

  • Shield
    Ancient ShieldTech Lv 71

    Ancient Shield, level 71: a self-repairing 2,200-point shield. Silvegis multiplies whatever shield you bring, so bring the biggest one you can craft.

    A shield created using lost ancient technology. It automatically repairs itself after not taking damage for a while. Its performance is said to be impossible to reproduce in the modern era.

    Ancient Civilization Parts ×50Paldium Fragment ×250Soralite Ingot ×30AI Core ×5Ancient Civilization Core ×30
  • Armor
    Highest-rarity armor you own

    Rarity beats set identity at level 80. If two pieces tie, take the one that rolled a stat you use.

  • Attack food

    Mammorest Curry: 25% Attack for a period. Broncherry Fried Noodles at 20% is the cheaper kitchen. Attack and defense food replace each other, so eat attack.

    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.

    Mammorest Meat ×1Onion ×2Carrot ×2Potato ×2Red Berries ×2
  • Pocket healing

    Advanced Recovery Meds: rapid HP restoration over time, level 61 technology. Some guides call this Advanced Recovery Medicine; no such item exists, this is the one.

    Medicine that heals wounds over time. Extremely high quality, it rapidly restores HP before your eyes.

    Cavern Mushroom ×15Red Berries ×30High Quality Pal Oil ×10Cotton Candy ×7Sulfur ×10
  • Pal recovery
    Revival PotionTech Lv 61

    Revival Potions bring an incapacitated Bellanoir back mid-fight. One downed carry is recoverable if you can afford the seconds; carry at least two.

    A potion that revives a Pal that has been injured and is unable to move.

    Cavern Mushroom ×30Red Berries ×50High Quality Pal Oil ×20Cotton Candy ×10Sulfur ×20
// 06

Stat point priority

Highest priority first

A pal-damage build, so your points buy uptime rather than headline damage: the Bellanoirs never read your Attack stat, but your bullets, your shield and your legs decide whether their buffs stay live.

  1. 1HealthFirst. You are on foot in a level 80 arena for five minutes, and the telegraphs that leak past the shield hit you directly.
  2. 2AttackSecond. It scales the rockets that clear adds and summons, and it is the only stat your filler damage reads.
  3. 3StaminaThird. Strafing Seigetsu Flash and outrunning Diamond Rain are sprints, and a stamina bar that empties mid-telegraph is a death.
  4. 4Weight and work speedLast. Neither exists inside a tower.
// 07

How to play it

6 steps

The repeating loop between phase events: two carries, one buff gun, one drone stream. The order below is what keeps the multipliers overlapping instead of taking turns.

  1. 1Deploy, then Megaboost immediately

    The Megaboost Gun buff is the cheapest damage in the loop and costs one trigger pull. Make it a reflex on every deploy, both copies, every cycle.

  2. 2Hold drone fire until the counter reads 30

    Orserk pays 1% to 5% Attack and Defense per bullet hit for 5 seconds, stacking to 30. Full stacks are up to 150% of both, and the five-second duration means the buff is rented, not owned: keep the drones connecting.

  3. 3Stare into a committed animation

    Activate Nightmare Stare after Selyne locks into a cast. The multiplied Nightmare Bloom is the loop's whole payoff, and a teleport mid-beam refunds nothing.

  4. 4Spend the three casts, then swap

    Nightmare Bloom, Apocalypse, Dark Whisp, in that priority. When all three are down, recall and deploy the rested copy rather than idling on cooldowns. Serenity's 30% reduction is what makes the two-copy cycle seamless.

  5. 5Recall on Comet Barrage, always

    The only super-effective hit in the fight lands on whichever Bellanoir is out. Pull it, ride the meteors out on foot behind the shield, redeploy after the last shock wave.

  6. 6Leave Croajiro Noct in the sphere

    Its 25% to 40% weakness bonus works from the party slot and does not stack. Deploying it adds a body the boss can kill and nothing the damage math wants.

// 08

Fight plan

6 phases

Five minutes against 567,300 HP, three adds and two summons, all billed to the same clock. Every window below assumes the quick-swap loop from the rotation section is running; what changes is what else you are doing while it runs. The summon trigger is boss health, so its clock position assumes you are holding pace. The checkpoints are the diagnostics: miss one and you know which minute to fix.

  1. 1
    0:00 to 0:30Clear the Moonflower screen

    Rockets into the grouped two Genin and one Jonin before any carry work. Alive, they split Bellanoir's targeting, drain your shield and occupy the ground your drones want. If Bellanoir's AI drifts onto Selyne early, command it onto individual adds until all three are down.

    All three adds are dead and your shield is still up.

  2. 2
    0:30 to 1:00Build the machine

    Deploy the first Bellanoir Libero and put it on Selyne. Megaboost it, then open sustained Drone Launcher fire and hold it until Orserk reads 30 stacks. Activate Nightmare Stare only after Selyne commits to a cast, so the beam window is not wasted on a teleport.

    Nightmare Stare has fired with 30 stacks live before 1:00.

  3. 3
    1:00 to 2:30Run the quick-swap loop

    Bellanoir one spends Nightmare Bloom, Apocalypse and Dark Whisp, then returns to the sphere while Bellanoir two takes over, re-buffed and re-Stared. Your whole job is bullet uptime: the stack buff lives five seconds at a time and dies whenever you stop shooting to reposition.

  4. 4
    2:30 to 3:30Hold pace through the punish casts

    Comet Barrage is the recall check: pull the active carry, ride out the shock waves behind the shield, redeploy after the last meteor. Everything Neutral gets strafed, everything ground-marked gets left early, and the loop restarts the moment the arena quiets.

    Selyne is at or below half by 3:00, the pace a five-minute kill plus a summon phase requires.

  5. 5
    3:30 to 4:30Kill the extra Selynes on sight

    Near the end two additional Selynes join the original. Do not race the bar through three overlapping beam and ice patterns: turn rockets and Apocalypse onto the summons the moment they spawn and delete both. A maximum-damage party can gamble on ignoring them; a repeatable clear cannot.

    Both summons are dead within roughly twenty seconds of appearing.

  6. 6
    4:30 to 5:00Spend everything

    Back to the loop with no reason to bank cooldowns: both Nightmare Stares, every Bloom, the Megaboost charge you were saving. If the pace checkpoints held, this window is the last stretch of the bar, on a boss taking super-effective Dark from every source you own.

// 09

Attacks and counterplay

11 attacks

Eleven attacks, five of them Neutral, which is the quiet half of the Dark argument: Bellanoir Libero resists the biggest single numbers on this table. Group the rest by what your hands do. Strafe the front-loaded bursts, leave the ground telegraphs early, and treat the composition punishes as recall checks rather than dodge checks.

Bursts you strafe

Front-loaded projectiles and beams: sideways movement beats all four, and the shield eats what leaks.

  • Moonlight BeamNeutralPower 60030s cooldown

    A crescent beam with a visible wind-up on the moon at Selyne's back. Strafe perpendicular the moment the glow starts; distance does not save you, angle does.

  • Seigetsu FlashNeutralPower 70030s cooldown

    Three consecutive slashes, so one dodge is not enough. Keep moving through all three and hold your heal until the last one lands.

  • Dark WhispDarkPower 60030s cooldown

    The homing dark orb. It tracks through a single roll, so break line of sight on arena geometry instead of dodging once and standing still.

  • Nightmare BallDarkPower 30016s cooldown

    The slower, fatter projectile. Sidestep late and it misses clean; it mostly punishes players walking backward in a straight line.

Telegraphs you leave

Ground-marked areas with a delay before the hit. Move on the marker, not on the animation.

  • Holy BurstNeutralPower 70030s cooldown

    A wide light explosion centered on your position. Sprint out of the circle the instant it appears; the radius is wider than a roll covers.

  • Star MineNeutralPower 40020s cooldown

    Stars that detonate on contact or on a timer. Do not fight inside the cluster: drag Selyne out of it and let the stars expire behind you.

  • Diamond RainIcePower 60030s cooldown

    Consecutive ice drops on your head, not one hit. Keep running until the final lump lands; stopping after the first drop is what kills.

  • Blizzard SpikeIcePower 45020s cooldown

    A thrown ice mass with splash on impact. The landing zone damages everything around it, so open distance from the impact point rather than sidestepping the projectile alone.

Composition checks

The moves aimed at party choices: one hunts Dragons, one hunts your carry, one taxes your shield on a short loop.

  • Freeze WallIcePower 20012s cooldown

    Aimed at the Dragon comp you did not bring. For this party it is terrain: it blocks beam line of sight in both directions, and it breaks under fire if it pins you in a corner.

  • Comet BarrageDragonPower 45020s cooldown

    The one super-effective threat to Bellanoir Libero. Recall the active carry when the meteors start, dodge the shock waves on foot, redeploy after the final impact. Immortality does not out-heal a full barrage.

  • Air BladeNeutralPower 1608s cooldown

    A fan of blades on the shortest cooldown in the kit, there to chip your shield between big casts. Silvegis's 65% to 80% shield cut is the answer; do not spend stamina dodging every fan.

// 10

What this build turns down

3 considered

The first entry is the build this page used to recommend. It was not wrong about the type chart; it was wrong about what hard mode does to the type chart.

The all-Dragon rotation (this page's previous answer)

The case for it
Five Dragons, each a mounted skill bar, with three partner skills paying out per Dragon in the party: Quivern grants every Dragon 15% to 30% Attack, Shaolong gains up to 8% per other Dragon, Eidrolon up to 6%, and Blazamut Ryu adds 25% to 40% Dragon damage against weak points. Dragon is genuinely super-effective into Selyne's Dark half, the composition math is real, and the comp clears.

The hard-mode attack table is built against it. Freeze Wall, Blizzard Spike and Diamond Rain are three Ice attacks that all hit Dragons super-effectively, so a third of the boss's dangerous casts become punishes. Dark attacks exploit the Neutral half of Selyne for the same super-effective damage, and Dark pals take the Ice trio at neutral, resist the five Neutral attacks, and respect exactly one cast, Comet Barrage. Both comps hit a weakness; only one is being hunted by the move list.

God of Destruction on the carries

The case for it
Attack +40% and Defense +20% is the largest attack passive available, and a Bellanoir carrying it speeds the five-minute check considerably.

It costs 50% max Health on the pal that must survive Comet Barrage more than once per run. That trade belongs in a speed-kill showcase. This is a repeatable-clear build, and Immortality's sustain plus Diamond Body's stagger immunity beat a bigger number on a thinner body.

Racing the bar through the summons

The case for it
The two extra Selynes spawn near the end, and a fully condensed party can sometimes out-damage the remaining bar before the overlap kills anyone.

Sometimes is the problem. Three simultaneous Selynes triple the beam and telegraph density, and one caught Bellanoir collapses the rotation. Killing both summons costs roughly twenty seconds of rockets and area casts and returns a one-boss arena. Take the trade every run.

// 11

Where to get everything

6 stops

An endgame shopping list, but a short one: two raid clears, three catches and a kitchen. Condensation order matters more than acquisition order.

  1. Run the Bellanoir Libero raid twiceBoth carries come from the summoning altar raid line: craft the slab, clear the raid, hatch the egg it leaves. You need two separate copies. Nightmare Stare does not stack, but two independent cooldown pools are the entire quick-swap plan.Bellanoir Libero guide
  2. Catch the three supportsCroajiro Noct, Orserk and Silvegis never leave the sphere in this fight, so combat IVs matter less than partner-skill rank. Any catchable copy is a valid starting point; condensation is where the numbers come from.Croajiro Noct guide
  3. Condense in priority orderBellanoir Libero first (the Nightmare Stare multiplier climbs from 1.1x to 2.5x), then Orserk (1% to 5% per stack), then Silvegis (65% to 80% shield cut), then Croajiro Noct (25% to 40%). Every headline number on this page is the rank 5 value; a rank 1 party runs roughly half the build.
  4. Farm the Dark accessory schematicsLord of the Underworld's Baton, Lyleen Noct's Talisman and Katress Ring are all schematic-gated crafts. The ring also asks for ten Katress Hair, so budget a Katress hunt for materials while you chase the schematics.
  5. Stock the consumablesMammorest Curry needs Mammorest Meat, so one big kill feeds several cooks. Craft Advanced Recovery Meds and at least two Revival Potions (both level 61 technology) before stepping in; a run that survives a downed carry usually spends one.
  6. Know what the clear paysThe first hard clear awards the Saya Hat, and the Legendary Plasma Rifle Schematic is a 10% roll. Plan on repeat clears if the rifle is the goal, which is exactly what a repeatable build is for.Legendary schematic drop rules
// 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.

Discussion

Comments

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FAQ

Frequently asked questions

Is Dragon good against Saya and Selyne in hard mode?

On offense, yes: Selyne takes increased damage from Dragon and Dark alike. The problem is defense. The hard-mode kit carries Freeze Wall, Blizzard Spike and Diamond Rain, three Ice attacks that all strike Dragon pals super-effectively, while Dark pals take them at neutral and resist the five Neutral attacks besides. This page previously recommended an all-Dragon rotation and replaced it for exactly this reason.

Does Nightmare Stare make Nightmare Bloom a 1,500 power attack?

That figure multiplies two numbers the game states separately: Nightmare Bloom's listed power of 600, and Nightmare Stare's damage multiplier, which reaches 2.5x at partner skill rank 5. The game never publishes a combined value, the true output depends on every other modifier in play, and this site does not publish one either. Both underlying numbers are real and both are on this page.

Do two Bellanoir Liberos stack the partner skill?

No. The second copy exists for rotation, not stacking: a second Nightmare Stare on its own 30 second cooldown, a second set of active-skill cooldowns, and a second health pool. While one copy casts, the other recovers in the sphere. Two copies of the same species never improve a partner skill's numbers.

Does Orserk permanently give 150% Attack and Defense?

No. It pays 1% to 5% per bullet hit at up to 30 stacks, and each stack lasts 5 seconds. The 150% ceiling exists only while bullets keep connecting; stop firing for six seconds to reposition and it is all gone. That is why the Drone Launcher, nine autonomous bullet sources, is the most important weapon in the loadout.

When do the extra Selynes spawn, and can I ignore them?

Two additional Selynes join near the end of the fight, and this guide treats both as mandatory kills. Three simultaneous Selynes stack overlapping beams, telegraphs and ice, and one caught Bellanoir collapses the rotation. Rockets plus Apocalypse clear them in roughly twenty seconds, which the five-minute budget can afford; a wiped party cannot.