Order: Flare Propulsion
[Single Target]Deals Fire DMG equal to 140% of SAM’s ATK to one designated enemy.
“Fyreflies are such magical creatures, aren’t they? They may throw themselves at a flame or suddenly grow old, but every night before that, they will shine brighter than the stars.”
Firefly is a Destruction DPS built around Super Break. Her Ultimate puts her into Complete Combustion, where she adds Fire Weakness to enemies herself, breaks their Toughness very quickly and then piles on Super Break DMG. She is fast, very tanky and handles her own Energy, so she is well worth pulling.
A great pick if you want to play Break teams, since the free Trailblazer (Harmony) already pairs with her very well. Her best team adds The Dahlia, Fugue and Lingsha and is a huge step up from the cheap one, and The Dahlia is close to mandatory against today's thick Toughness bars, so plan for pulling teammates too.
Most of Firefly's damage is Break DMG, so CRIT Rate and CRIT DMG are not important for her. Stack Break Effect, SPD and ATK, since her Traces also turn ATK into Break Effect.
Whereabouts Should Dreams Rest
Best
Thus Burns the Dawn
Great
On the Fall of an Aeon
Great
Indelible Promise
Good
Body and Planar Sphere go ATK% because Firefly has a Trace that converts ATK into Break Effect. Feet go SPD so she gets more turns during Complete Combustion. Link Rope goes Break Effect, the main stat of the whole build.
Collect SPD until you hit the breakpoint for your team, then put everything into Break Effect and grab ATK% when you see it, since ATK also turns into Break Effect. Flat ATK comes last. Firefly has many different SPD breakpoints depending on team and mode, so pick one and build toward it.
Her Ultimate is the heart of her kit, and leveling it raises the SPD buff and the Break DMG enemies take. Her Skill matters because most of her damage comes from her Enhanced Skill. Her Talent raises her DMG Reduction and Effect RES, which keeps her alive longer. Basic ATK goes last.
Module α gives extra Break Effect during Complete Combustion and makes the state last longer. Module β is her main source of Super Break DMG. Module γ turns ATK above 1800 into Break Effect. You want all three unlocked.
E1 makes her Enhanced Skill ignore 15% DEF and stop costing Skill Points, which makes Skill Point management much easier. E2 gives her 1 extra turn right away when she defeats an enemy or inflicts Weakness Break with an Enhanced attack, once per turn, and with a teammate who advances her action you can chain those turns. E6 greatly boosts her Toughness damage during Complete Combustion.
Firefly, Fugue and Lingsha all deal Super Break DMG together. The Dahlia adds Break Effect, raises Weakness Break Efficiency and lets the team deal Super Break DMG even when enemies are not Weakness Broken. Lingsha gives AoE healing and makes enemies take more Break DMG. Without Fugue, use the Trailblazer (Harmony), and without The Dahlia, Ruan Mei also gives Break Effect and Weakness Break Efficiency.
Firefly is naturally very tanky: her DMG Reduction stays at its maximum during Complete Combustion, and every Enhanced attack heals her. That lets you drop the healer for one more support. Ruan Mei extends how long enemies stay Weakness Broken and gives the team SPD and Break Effect.
An accessible team, since the Trailblazer (Harmony) and Gallagher are both easy to get. The Trailblazer boosts Super Break DMG and Break Effect, Ruan Mei helps break Toughness faster, and Gallagher heals and generates lots of Skill Points, which is exactly what E0 Firefly is short on.
Fixes most of E0 Firefly's problems: Toughness bars that are too thick, Skill Point shortages and the gap between Ultimates. She lets Firefly deal Super Break DMG to enemies that are not Weakness Broken, raises her SPD and refunds Energy on each Enhanced Skill so Firefly can go straight back into her Ultimate.
Raises the whole team's Weakness Break Efficiency, uses her Ultimate to extend how long enemies stay Weakness Broken, and adds SPD and Break Effect, which makes gearing Firefly easier.
Boosts the team's Break Effect and Super Break DMG, applies an effect to every enemy that creates an extra instance of Break DMG, and helps trigger Firefly's E2. Firefly already adds her own Fire Weakness, so Fugue can give her Weakness Type ignore effect to another teammate such as Lingsha.
A free character who boosts the team's Super Break DMG and Break Effect. At E6 with an Energy Regeneration Rate Link Rope, the Trailblazer gets the Ultimate back very quickly, and with the Dance! Dance! Dance! Light Cone that means constant action advance.
A premium healer for Break teams who makes enemies take 25% more Break DMG and is great at AoE Toughness damage. The catch is that she needs to use her Skill regularly, while E0 Firefly already eats lots of Skill Points, so plan your Skill Points carefully.
A very strong 4-star healer for Break teams. He breaks single-target Toughness well, generates lots of Skill Points, scales his healing with Break Effect and uses his Ultimate to make enemies take more Break DMG.
Gives Firefly an extra turn during Complete Combustion. The ATK she buffs also gets turned into Break Effect by Module γ.
Boosts ATK and SPD, two stats Firefly wants.
Reduces enemy DEF, which makes Super Break DMG hit harder.
Heals, and her Ultimate restores Energy for the whole team and boosts Firefly's ATK.
Outside her enhanced state, her Skill Order: Aerial Bombardment consumes 40% of Firefly's Max HP to restore a large chunk of Energy and advances her next action by 25%. If her Energy is below 50% when battle starts, her Talent sets it to 50%, so she usually has enough Energy for her Ultimate after her first turn. Her Ultimate costs a full 240 Energy, so getting back into it after just 1 turn needs teammates like The Dahlia. Normally it takes at most 2 turns.
Her Ultimate Fyrefly Type-IV: Complete Combustion advances Firefly's action by 100%, raises her SPD and turns her Basic ATK and Skill into enhanced versions. Each Enhanced attack raises her Weakness Break Efficiency and heals her. Her Enhanced Skill adds Fire Weakness to the target and adjacent enemies for 2 turns. A countdown timer with a fixed SPD of 70 shows up in the Action Order, and the state ends when its turn comes. Firefly cannot use her Ultimate while the state is active.
Module γ: Core Overload gives Firefly 0.8% Break Effect for every 10 ATK above 1800, with no cap. For example, 2600 ATK means 64% extra Break Effect. While she is in Complete Combustion with 150% or 300% Break Effect, Module β: Autoreactive Armor converts the Toughness Reduction of each attack on a Weakness-Broken enemy into 1 instance of 100% or 150% Super Break DMG. That is why outside sources of ATK help Firefly even when they don't give Break Effect directly.
Module α: Antilag Outburst gives Firefly 25% Break Effect during Complete Combustion. Each time an Enhanced attack inflicts Weakness Break, the countdown is delayed by 10%, up to 3 times per Complete Combustion. She keeps her bonus SPD longer and gets more Enhanced attacks in.
Deals Fire DMG equal to 140% of SAM’s ATK to one designated enemy.
Consumes HP equal to 40% of this unit’s Max HP and regenerates a fixed amount of Energy equal to 65% of this unit’s Max Energy. Deals Fire DMG equal to 250% of SAM’s ATK to one designated enemy. If the current HP is not sufficient, reduces SAM’s HP to 1 when using this Skill. Advances this unit’s next Action by 25%.
Enters the Complete Combustion state, advances this unit’s Action by 100%, and gains Enhanced Basic ATK and Enhanced Skill. While in Complete Combustion, increases SPD by 75, and when using the Enhanced Basic ATK or Enhanced Skill, increases this unit’s Weakness Break Efficiency by 50% and increases the Break DMG dealt by SAM to the enemy targets by 25.0%, lasting until this current attack ends.
A countdown timer for the Complete Combustion state appears in the Action Order. When the countdown timer’s turn starts, SAM exits the Complete Combustion state. The countdown timer has a fixed SPD of 70.
SAM cannot use Ultimate while in Complete Combustion.
The lower the HP, the less DMG received. When HP is 20% or lower, the DMG Reduction reaches its maximum effect, reducing up to 50%. During the Complete Combustion, the DMG Reduction remains at its maximum effect, and the Effect RES increases by 40%.
If Energy is lower than 50% when the battle starts, regenerates Energy to 50%. Once Energy is regenerated to its maximum, dispels all debuffs on this unit.
Leaps into the air and moves about freely for 5 seconds, which can be ended early by launching a plunging attack. When the duration ends, plunges and immediately attacks all enemies within a set area. At the start of each wave, applies a Fire Weakness to all enemies, lasting for 2 turn(s). Then, deals Fire DMG equal to 200% of SAM’s ATK to all enemies.
When using the Enhanced Skill, ignores 15% of the target’s DEF. The Enhanced Skill does not consume Skill Points.
While in Complete Combustion, using the Enhanced Basic ATK or the Enhanced Skill to defeat an enemy target or to Break their Weakness allows SAM to immediately gain 1 extra turn. This effect can trigger again after 1 turn(s).
Skill Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
While in Complete Combustion, increases SAM’s Effect RES by 50%.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
While in Complete Combustion, increases SAM’s Fire RES PEN by 20%. When using the Enhanced Basic ATK or Enhanced Skill, increases Weakness Break Efficiency by 50%.
Firefly is a damage dealer who fights in the SAM battle armor and gains enhanced abilities by entering Complete Combustion through her Ultimate. In Complete Combustion, SAM’s Break Efficiency and Break DMG increase, and she can apply Toughness reduction to enemies that have no Fire Weakness. She can also add a Fire Weakness to enemies with her Technique or her Enhanced Skill.