Party formation guide

:Last updated by Elaeagnifolia on 
This guide aims to go over the details of party formation / team building in Blade XLord.
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==Basics==
A team is comprised of 4 units. Each unit can equip 1 main weapon, 2 sub weapons, and 1 of each type of accessory (Attack, Defense, Support). Thus when building a party, it can be broken down to the following:
* Units
* Weapons
* Accessories
==Units==
===Team Composition===
The standard recommended team composition for units is 2 DPS, 1 Tank, and 1 Healer. On some maps that may not do much damage to your team, the Tank and Healer can be replaced with other DPS (in that order); however, having a Tank and Healer leveled are highly recommended, if not almost necessary, for more difficult content.
===Unit Skills and Element Typing===
When selecting units, if you only have just enough units to build a team, then of course use those units. Otherwise, if you have the option of choice, it is important to take a look at a unit's skills to see whether the units synergize or not. For example, NumberSix has a skill that lowers the enemy's Light Resistance, so he works well in a team with other Light units that can benefit off his enemy debuff.
Some units like Shyas have general debuffs (Enemy DEF/MDEF Down) which can be utilized by a greater variety of units, which means he can be slotted into more teams and still work relatively well compared to more element-restricted units. Achel is another example of a general unit due to his heals and ATK/MATK debuff clears.
For the most part though, due to how weapon Auto Skills work with element-based passives, it is recommended to build towards mono-element teams (i.e. teams of units with the same element).
===Link-Up Bonus===
At Level 50, 70, and 90 respectively, a unit unlocks their Link-Up Bonus. These bonuses apply regardless of whether or not the unit is in the party. This makes it so that even raising units not being used actively in the party gives benefits. These bonuses are still minimal compared to directly raising your main party first though, so level them by sending them to gain EXP passively through Hunt Quests or when you've completed leveling your main party.
==Weapons==
===Weapon Stats===
A unit can equip 1 main weapon and 2 sub weapons.
Units can only equip a main weapon that matches their weapon type. In addition, a main weapon adds all of its stats to the unit's overall stats.
In comparison, sub weapons do not have to match the unit's weapon type. However, a mismatching sub weapon will apply 10% of its stats while a matching sub weapon will apply 20% of its stats.Yuukiblog Blade XLord JP Site: How to Equip Weapons - https://yuukiblog.net/%e6%ad%a6%e5%99%a8%e3%81%ae%e8%a3%85%e5%82%99%e3%81%ae%e4%bb%95%e6%96%b9%e6%ad%a6%e5%99%a8%e3%82%b9%e3%82%ad%e3%83%ab%e3%82%82%e9%87%8d%e8%a6%81/
While it is important to have the sub weapon type match the unit's type, a player should also take into consideration and potentially prioritize the Auto Skills (passives) of equipped weapons.
===Weapon Auto Skills===
Unlike weapon stats, weapon Auto Skills apply across the entire party, making them more important than matching weapon types. The possible skills and values include :
Auto Skill 	Description 	Value
<Element> Assault Blade I 	Increases ATK and MATK of all <Element> allies when equipped to a main weapon. (If similar effects are equipped, only the highest increase will be applied.) 	4%
<Element> Assault Blade II 	Moderately increases ATK and MATK of all <Element> allies when equipped to a main weapon. (If similar effects are equipped, only the highest increase will be applied.) 	6%
Imperial <Element> Assault I 	Boosts ATK / MATK of all party members with matching element 	6%
Imperial <Element> Assault II	Moderately boosts ATK / MATK of all party members with matching element 	10%
Imperial <Element> Guard I 	Boosts DEF / MDEF of all party members with matching element 	6%
Imperial <Element> Guard II 	Moderately boosts DEF / MDEF of all party members with matching element 	10%
Imperial <Element> Life I 	Boosts HP of all party members with matching element 	6%
Imperial <Element> Life II 	Moderately boosts HP of all party members with matching element 	10%
<Element> Resonance I 	Increases the "Imperial <Element>" effect of all other equipped weapons of the same element in the party; however, only when equipped as a main weapon. Effect does not stack, only highest value applied. 	1.2x other Imperial <Element> Effects
<Element> Resonance II 	Moderately increases the "Imperial <Element>" effect of all other equipped weapons of the same element in the party; however, only when equipped as a main weapon. Effect does not stack, only highest value applied.	1.4x other Imperial <Element> Effects
Because these effects only apply to certain elements, this is the reason why mono-element teams are recommended, as having a full team of units these effects can apply to is much stronger than a mixed team that only partially benefits. These effects are also the reason why having a weapon with mismatching weapon type but same element can be better than a matching weapon type but wrong element as even a 6% stat increase across a mono-element party can outpace a 10% stat increase on just one unit.
If you are running a mixed team though, then try testing equipping off-element weapons on your non-DPS units (eg. Utility/Healer units) to further boost your DPS units' damage.
==Accessories==
:See also Crafting Accessories guide
When equipping accessories, there are three factors to take into consideration.
* Main Auto Skills are dependent on the accessory recipe crafted as well as the accessory rarity. The Main Auto-Skill improves when increasing accessory level.
* Sub Auto Skills are dependent on rarity and rank. At accessory level 3, 6, 9 and 12, depending on the accessory rank, an accessory can either randomly select one of its sub skills to improve, or add an additional sub-skill. At max level, all accessories have 4 sub skills.
* Sigils are randomly decided when crafting the accessory. Depending on the sigil, it may require 1-3 accessories with that sigil equipped to the unit in order to take effect. Sigils that only require 1 accessory to take effect can stack.
Out of these effects, the Sigil effects have the most impact, so matching sigil skills should take priority first as a beginner.
===Sigil Effects===
The following is a list of Sigil effects: 
For beginners, the following general sigils are recommendedYuukiblog Blade XLord JP Site: Creating Accessories (For Beginners) - https://yuukiblog.net/%e3%82%a2%e3%82%af%e3%82%bb%e3%82%b5%e3%83%aa%e3%83%bc%e3%81%ae%e4%bd%9c%e6%88%90%e3%81%a8%e5%88%bb%e5%8d%b0/:
Attack/Defense Type Units	Attack/Defense Type Units
 	
* Adept is a solid general Sigil effect to have since most DPS won't say no to having +15% ATK/MATK
* Swift is the only 1-set Sigil effect that has an offensive effect, while the other 1-set Sigil effects are more defensive/utility. Crit DMG is never bad as well since it increases damage during BREAK where all attacks will crit.
Healing Units 	Healing Units
 	
* Steel/Stout are both 2-set effects which provide more healer survivability/durability.
* Wall/Regen/Swift are 1-set options to fill in with Wall/Regen being more defensive and Swift being the more offensive 1-set option.
Some units have other Sigils that can work optimally with their kit (eg. Elisha has a number of Disrupt skills, so having Alert Sigils to boost her Disrupt numbers is beneficial); however, it's not recommended to target these at the beginning and to focus on a general set of accessories that will work/can be used as hand-me-downs across multiple units.
Once a player has a good accessory base, then more specialized sigils and accessories can be worked on.
===Sub Auto Skills===
:See also Accessory Sub Auto-Skills Table
All accessories at max level will have four sub Auto Skills. Depending on an accessory's rank, this will determine how many Auto-Skills an accessory will have at Level 1. Rarity also has an effect on how strong the sub skills will be.
Due to the random nature of sub skills, targeting specific sub-skills is very luck-reliant and difficult to do. However, most of the sub skills are fine, with less preference towards the status effect and debuff resists.Yuukiblog Blade XLord JP Site: Creating Accessories - https://yuukiblog.net/%e3%82%a2%e3%82%af%e3%82%bb%e3%82%b5%e3%83%aa%e3%83%bc%e3%81%ae%e8%a3%85%e5%82%99%e3%81%ae%e4%bb%95%e6%96%b9%e3%82%b5%e3%83%96%e3%82%b9%e3%82%ad%e3%83%ab%e3%82%82%e9%87%8d%e8%a6%81/
As your party's strength increases though, you should start trying to use sub-skills that have %-based bonuses over flat-based bonuses as the stat increases they give will be higher.
===Main Auto Skills===
Main Auto Skills are determined by the accessory recipe. For example, a Power Bracelet will always have an ATK UP effect. Thus, Power Bracelets should be crafted for units reliant on ATK rather than units who rely on MATK.
The rarity of the crafted accessory will affect how strong the main auto-skill is, so targeting SR/SSR accessories will yield better Main Auto Skills.
==References==
Category:Guides