Fiddle... Fissured Memory
[Single Target]Deals Fire DMG equal to 140% of The Dahlia’s ATK to one designated enemy.
“Your memories… are quite thorny. So, why don’t we start with me laying my thoughts bare…? My name is Constance, and those who have fallen to my charms call me ‘The Dahlia.’ Don’t be afraid. Come with me. In this duet belonging only to the two of us, you will learn how the past is being cremated and how the future is being buried…”
The Dahlia is a Fire Nihility support made for Break teams. The Zone from her Skill lets the whole team deal Super Break DMG even before enemies are Weakness Broken, so your team no longer has to sit and wait for the Toughness bar to go down before the real damage starts. If you play Firefly, Boothill or Rappa, she is a support that is well worth the pulls.
She suits players who want to upgrade their Break team, or who want someone to take Ruan Mei's spot in the Break team so Ruan Mei is free for another team, such as Kafka's. If you don't play Break teams, think it over carefully, because she has almost no place outside of them.
The Dahlia's build revolves around Break Effect and SPD. For the remaining slots, HP% or DEF% is fine.
Never Forget Her Flame
Best
Long Road Leads Home
Great
Lies Dance on the Breeze
Good
Resolution Shines As Pearls of Sweat
Good
Before the Tutorial Mission Starts
Easy to get
Go HP% on Body, and only switch to Effect Hit Rate when The Dahlia uses a Light Cone that needs it. DEF% on Body also works. On the Link Rope, pick Break Effect to make her team buff bigger, or Energy Regeneration Rate if you want her Ultimate more often.
SPD and Break Effect are the two most important substats. If she uses a Light Cone that needs Effect Hit Rate, remember to collect enough of it to reach the threshold.
Leveling her Ultimate raises its damage and DEF reduction, so max it early. Her Talent increases the Break DMG dealt by The Dahlia and her Dance Partner. Level the Skill only for extra damage, and it can wait. Her Basic ATK is mostly there to generate Skill Points.
All three Traces matter, so unlock them all early. Lament, Lost Soul lets The Dahlia recover Skill Points through her Follow-Up ATK. Outgrow the Old, Espouse the New gives allies SPD when they implant a Weakness, and Fire characters also regenerate Energy. Yet Another Funeral increases the other characters' Break Effect.
E1 is very strong: every ally gets the Super Break DMG multiplier from her Talent, Dance Partners get an extra boost, and after a Dance Partner attacks, the enemy hit takes an extra fixed Toughness Reduction equal to 25% of its Max Toughness (minimum 10, up to 300 points, once per enemy until it receives a killing blow). That is a big help against bosses in Apocalyptic Shadow. E2 reduces all enemies' All-Type RES by 20% and puts Wilt on new enemies as soon as they appear, which fits Pure Fiction well. E4 is good, but only worth aiming for if you plan to go to E6.
The Dahlia deploys her Zone so Firefly deals Super Break DMG even before enemies are Weakness Broken, and she also adds Weakness Break Efficiency, SPD, Energy and Skill Points. If you don't have Fugue, use Ruan Mei for her team-wide DMG and SPD buff. Boothill is the better DPS against Elite enemies, Rappa is better against more than three enemies, and Himeko gets to count the extra Toughness bar from Fugue's Talent toward her charge.
This team drops the healer to fit in Ruan Mei, who boosts the whole team's DMG and SPD. The trade-off is that nobody is dedicated to healing, and The Dahlia's Yet Another Funeral only triggers again when a teammate heals her or gives her a Shield.
The Dahlia handles DEF reduction and gives the whole team Super Break DMG. Xueyi gets the most out of this, since her kit scales with Break Effect and her Follow-Up ATK needs enemies' Toughness to be reduced. Gallagher's healing scales with Break Effect, and his Ultimate makes enemies take more Break DMG.
The Dahlia fixes almost every weakness of an E0 Firefly: Toughness bars that are too thick, a shortage of Skill Points, and downtime between Ultimates. Each time Firefly uses her Enhanced Skill, she gets 30% SPD and 10% Energy back, so she can go back into her Ultimate state almost right away.
He gets the full set of The Dahlia's Break buffs. Boothill can implant Physical Weakness himself to get 30% SPD for 2 turns, and using his Ultimate during his own turn makes that buff last longer. He is a better fit than Firefly against Elite enemies.
When Rappa is the Dance Partner, The Dahlia's Ultimate implants Imaginary Weakness on all enemies, so Rappa deals her full Toughness Reduction instead of just 50%. Rappa can't implant Weaknesses herself, so she doesn't get the 30% SPD buff. She is a better fit when there are more than three enemies.
A 4-star DPS who can replace Firefly. She deals a lot of Toughness damage, so she can be the main Super Break DPS next to The Dahlia.
A 4-star DPS who scales with Break Effect. Her Follow-Up ATK needs enemies' Toughness to be reduced, so she benefits a lot from The Dahlia.
Part of the best Firefly team. Fugue's Talent adds an extra Toughness bar, which counts toward Himeko's charge if you use Himeko as your DPS.
Takes Fugue's place if you don't have her, giving the whole team a DMG and SPD buff.
His healing scales with Break Effect, and his Ultimate makes enemies take more Break DMG. He works in both the Firefly team and the budget team.
Gives AoE healing and restores Energy for the whole team, so she can replace Lingsha.
The Dahlia's Skill deploys a Zone that lasts 3 turns, and the duration goes down by 1 at the start of each of her turns. While the Zone is up, all allies get 50% more Weakness Break Efficiency, and Toughness Reduction taken by enemies that are not Weakness Broken is also converted into Super Break DMG. This works even while an enemy has its Toughness bar locked, so Break teams start dealing damage from the very beginning of the fight.
When entering combat, The Dahlia regenerates 35 Energy and becomes a Dance Partner along with the teammate who triggered combat. If there is no other Dance Partner on the field, she pairs up with the teammate who has the highest Break Effect. When a Dance Partner attacks a Weakness Broken enemy, they deal extra Super Break DMG. After the other Dance Partner attacks an enemy, The Dahlia launches a Follow-Up ATK that deals 5 instances of DMG to random enemies, at most once per turn. For every 2 of these Follow-Up ATKs, her Trace Lament, Lost Soul recovers 1 Skill Point for the team.
Her Ultimate (130 Energy) puts all enemies in the Wilt state for 4 turns: their DEF is reduced and they are implanted with the Weaknesses of all Dance Partners' Types, which means Fire plus the other partner's Type. Her Trace Outgrow the Old, Espouse the New gives an ally 30% SPD for 2 turns whenever they add a Weakness. If a Fire character implants a Weakness when attacking, then after that attack every target with an implanted Weakness also takes a fixed 20 Fire Toughness Reduction, and that character regenerates Energy equal to 10% of their Max Energy, up to 50% of Max Energy through this effect.
Her Technique creates a Special Dimension for 20 seconds, and enemies inside it will not actively attack your team. If you enter combat with enemies in this dimension, her Skill's Zone is deployed right away. Keep in mind that only 1 Dimension Effect created by allies can exist at a time, so it can clash with a dimension from another character's Technique.
Deals Fire DMG equal to 140% of The Dahlia’s ATK to one designated enemy.
Deploys a Zone that lasts for 3 turn(s). This duration decreases by 1 at the start of The Dahlia’s turn. Then, deals Fire DMG equal to 200% of The Dahlia’s ATK to one designated enemy and their adjacent targets.
While the Zone lasts, increases all allies’ Weakness Break Efficiency by 50%. Toughness Reduction taken by enemy targets while not Weakness Broken can also be converted into Super Break DMG.
Inflicts a “Wilt” state on all enemies, lasting for 4 turn(s). Then, deals Fire DMG equal to 360% of The Dahlia’s ATK, which is distributed evenly across all enemies.
Enemy targets in the “Wilt” state have their DEF reduced by 23.0% and will be implanted with Weakness of all Dance Partners’ Types.
When entering combat, The Dahlia regenerates 35 Energy and becomes “Dance Partners” along with the teammate that triggered combat. Whenever there is no other “Dance Partner” on the field, this unit and the teammate with the highest Break Effect become “Dance Partners” together. After a “Dance Partner” attacks a Weakness Broken enemy target, the Toughness Reduction from this attack will be converted into 1 instance of Super Break DMG at 75%.
After an enemy target gets attacked by the other “Dance Partner,” The Dahlia launches Follow-Up ATK and deals 5 instance(s) of DMG, each dealing Fire DMG equal to 38% of The Dahlia’s ATK to one random enemy. After each instance of DMG dealt to a Weakness Broken enemy target, the Toughness Reduction from this DMG will be converted into 1 instance of Super Break DMG at 250%.
This effect can only trigger once per turn. If the target is defeated before the Follow-Up ATK is used, it will be launched at one random enemy instead.
After using Technique, creates a Special Dimension that lasts for 20 second(s). Enemies within this dimension will not actively attack ally targets. After entering combat with enemies in the Special Dimension, The Dahlia immediately deploys her Skill’s Zone, and converts the combat-triggering Toughness Reduction into 1 instance of Super Break DMG at 60% against enemy targets that are Weakness Broken.
Only 1 Dimension Effect created by allies can exist at the same time.
The Super Break DMG multiplier provided by Talent to “Dance Partners” now applies to all ally characters, with “Dance Partners” additionally receiving a 40% boost. After “Dance Partners” use an attack, additionally deals the attacked enemy targets a fixed amount of Toughness Reduction equal to 25% of their Max Toughness (minimum 10, maximum 300). This effect can only trigger once per enemy target, and this trigger count resets after the enemy target receives a killing blow.
When The Dahlia is on the field, decreases all enemies’ All-Type RES by 20%. When an enemy target enters the field, immediately inflicts “Wilt” on them, lasting for 3 turn(s).
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
Increases the number of DMG instances dealt by Talent’s Follow-Up ATK by 5. Upon its use, the DMG taken by all enemy targets increases by 12%, lasting for 2 turn(s).
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
Increases Dance Partners’ Break Effect by 150%. When using Talent’s Follow-Up ATK, advances the next action of all “Dance Partners” by 20%.
Dahlia is a support character who lets her team deal Super Break DMG even before an enemy’s Weakness is broken. She can add extra Weakness Types to enemies and has multiple ways to raise Weakness Break Efficiency for the whole team.