Makes trainer attacks inflict Soak Lv 2 to Lv 6 and establishes the first damage window.
- Soak InflictionLv 2 → Lv 6YouUnique effect · does not stack
Start with the mapped field-boss encounter. The lowest mapped encounter is level 69.

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Open with Soak, convert the trainer to Electric, then turn Electrify into chain damage.
This exact Reddit lineup joins two related status windows. Ophydia makes trainer attacks inflict Soak, Jormuntide rewards damage into a Soaked target, and Prixter Lux converts trainer attacks to Electric for a timed burst. Once Electrify is established, Slowatt turns follow-up trainer hits into area discharges. Univolt adds a separate Electric weak-point bonus, so it pays off most against enemies that are actually vulnerable to Electric.
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.
Makes trainer attacks inflict Soak Lv 2 to Lv 6 and establishes the first damage window.
Start with the mapped field-boss encounter. The lowest mapped encounter is level 69.
Raises damage dealt by the trainer and Jormuntide while the enemy remains Soaked.
Start with the mapped field-boss encounter. The lowest mapped encounter is level 55.
Activates a 30-second Electric conversion and 30% trainer Attack boost on a 50-second cooldown.
Catch it in the wild. Spawns at levels 65 to 68 across 35 points on the main island.
Trainer hits on an Electrified enemy trigger an area discharge worth 40% to 60% of trainer attack.
Catch it in the wild. Spawns at levels 65 to 66 across 64 points on the main island.
Raises trainer and Univolt Electric damage only when Electric is hitting an elemental weakness.
Catch it in the wild. Spawns at levels 14 to 24 across 84 points on the main island.
Tag the target with Ophydia first so Jormuntide can amplify the opening damage window, then activate Prixter Lux for its 30-second Electric conversion and Attack boost. Keep firing until Electrify replaces the opener, at which point Slowatt becomes the payoff. Treat this as a two-stage status rotation rather than assuming Soak and Electrify remain active together indefinitely.
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 |
|---|---|---|---|---|
| Soak InflictionUnique | You | Lv 2 | Lv 6 | |
| Damage vs Soaked TargetsUnique | You and pal | 50% | 65% | |
| Electrified-Target DischargeUnique | You | 40% | 60% | |
| Electric Weak-Point DamageUnique | You and pal | 25% | 40% |
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
No. Play the party as a sequence: Soak opens the target for Jormuntide and amplified Electric hits, then Electrify becomes Slowatt's discharge window. Do not base the guide on both statuses remaining indefinitely.
No. Its activated skill converts trainer attacks to Electric and raises Attack, but it is not the party's explicit trainer-side Electrify effect. Use Electric attacks or swap Univolt for Snock when status reliability is the priority.
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