Hundred Rockets
[Blast]Deals Quantum DMG equal to 42% of Tribbie’s Max HP to one designated enemy. Deals Quantum DMG equal to 21% of Tribbie’s Max HP to adjacent targets.
“We are Tribbie, the ‘messenger’ delivering prophecies~”
“We are Trianne, the ‘gatekeeper’ traversing a hundred worlds!”
“We are Trinnon, the ‘priest’ listening to the prophecy.”
We are Tribios, the “Holy Maiden of Janusopolis.” Please join us on our journey to the end of the west wind, where flowers bloom.
Tribbie is an HP-scaling Harmony support who buffs the whole team and still hits hard on her own. Her Skill raises All-Type RES PEN for every ally, her Ultimate opens a Zone that makes enemies take more DMG, and her Talent fires off a Follow-up ATK whenever a teammate uses their Ultimate. She fits into almost any team and performs in all three endgame modes, so she is very much worth pulling.
She suits you best if you have The Herta or HP-scaling DPS units, and if you like AoE teams. The more targets your teammates hit, the more damage her Zone deals.
Tribbie's damage scales off her Max HP, and she attacks on her own with both her Talent and her Ultimate, so she wants HP and CRIT stats. The slow setup keeps her at base SPD to get the CRIT Rate bonus from Poet of Mourning Collapse, and it is her highest-damage build.
If Time Were a Flower
Best
Dance! Dance! Dance!
Great
Memories of the Past
Great
Meshing Cogs
Great
Poised to Bloom
Good
CRIT Rate or CRIT DMG on the body both work. Use HP% boots, and don't use SPD boots with Poet of Mourning Collapse, because they turn off the set's CRIT Rate bonus. HP% is the standard sphere, with Quantum DMG Boost as the second option. For the rope, go Energy Regeneration Rate first and HP% second.
CRIT Rate comes first, with CRIT DMG and HP% right behind: her damage scales off HP, but she still needs CRIT stats to hit hard. This build does not invest in SPD. All that HP also makes Tribbie tankier than most supports.
Level her Skill to raise the All-Type RES PEN she gives the team, and her Ultimate to make the Zone stronger. Her Talent is her main source of damage, so level it right after those two. Basic ATK deals the least damage, so leave it for last.
Pebble at Crossroads? restores Energy every time a teammate attacks, so she gets her Ultimate much sooner. Unlock it as early as you can. Lamb Outside the Wall... raises her DMG after her Follow-up ATK, and Glass Ball with Wings! raises her HP while the Zone is up. Both are worth unlocking early too.
Tribbie plays fine without Eidolons. E1 makes every ally attack during the Zone deal extra True DMG equal to 24% of that attack's total DMG to targets that took the Zone's Additional DMG. If an attack hits 5 enemies, the highest-HP enemy takes up to 120% extra, so it is usually stronger than the description suggests. E2 raises the Zone's Additional DMG to 120% of the original and adds 1 more instance of it. E4 lets all allies ignore 18% DEF while Numinosity is up. E6 makes her own Ultimate launch her Talent's Follow-up ATK, and that Follow-up ATK deals 729% more DMG.
This setup trades a lot of damage for more turns. Eagle of Twilight Line advances Tribbie forward after she uses her Ultimate, and Dance! Dance! Dance! advances the whole team, so everyone acts more often each cycle and the team gets extra Skill Points if it needs them.
Dance! Dance! Dance!
Best
This build uses SPD boots. HP% sphere because her damage still scales off HP. Energy Regeneration Rate rope to make up for Dance! Dance! Dance! not restoring any Energy.
Stack SPD up to the breakpoint you want first. CRIT Rate, CRIT DMG and HP% are equal after that. They matter less in this build, but having some lets Tribbie deal more damage.
Tribbie is at her best in Dual DPS teams built around AoE damage. The Herta is her best partner, since the two of them restore each other's Energy and boost each other's damage. Anaxa and Lingsha attack all the time, so Tribbie gains Energy just from her teammates hitting enemies. You can swap a DPS slot for Jade, Argenti or Serval (with Passkey at Superimposition 5), and Himeko works best in Pure Fiction when the enemies are weak to Fire.
While the Zone is up, Glass Ball with Wings! adds Max HP to Tribbie based on the total Max HP of the team, so the more HP your teammates have, the harder she hits. In return, HP-scaling DPS units get a lot out of her, especially when they deal AoE damage. Mydei or Blade can replace Castorice, since both scale on HP and make good use of her Additional DMG. For the other support slot you can use someone who advances turns, like Trailblazer (Remembrance), Sunday, Sparkle or Bronya, or Pela to lower enemy DEF.
Tribbie is the only 5-star here. Serval and Herta deal the damage, and Tribbie buffs both of them so they hit harder. This team works best in content with more than 3 enemies. With Passkey at Superimposition 5, Serval gets her Ultimate quickly and triggers Tribbie's Follow-up ATK sooner.
Her best partner. The Herta already has so many of the usual buffs that Tribbie's RES PEN and DMG taken increase go much further. Tribbie is also The Herta's best Energy supplier, and since The Herta hits many targets over and over, the Zone deals a lot of Additional DMG.
The DPS of the HP team. The higher the team's HP, the more HP Glass Ball with Wings! gives Tribbie, and the harder she hits.
Attacks very often, so Tribbie gains Energy just from Anaxa hitting enemies. Pairs with The Herta in the AoE Dual DPS team.
Jade's Follow-up ATKs hit all enemies very often, which both restores Tribbie's Energy and triggers her Additional DMG.
Gets his Ultimate easily, and it hits all enemies, so he triggers Tribbie's Follow-up ATK often.
A 4-star who gets her Ultimate quickly with Passkey at Superimposition 5, triggering Tribbie's Follow-up ATK early. She is a DPS in the budget team with Herta.
A 4-star healer who leaves the team with spare Skill Points. His AoE Ultimate restores Energy for both The Herta and Tribbie.
An HP-scaling DPS who benefits from Tribbie's Additional DMG and can replace Castorice in the HP team.
Her Skill Where'd the Gifts Go gives Tribbie Numinosity for 3 turns. While she has Numinosity, all allies get increased All-Type RES PEN. This kind of buff is rare, works better the higher the enemy's resistances are, and doesn't get watered down the way common ATK% or DMG% buffs do.
Numinosity only ticks down at the start of Tribbie's own turn, so very fast teammates or ones that advance themselves don't need to worry about losing the buff early. This is also why a slower Tribbie keeps her buffs up for longer.
Her Ultimate Guess Who Lives Here costs 120 Energy, deals Quantum DMG to all enemies and activates a Zone for 2 turns. While the Zone lasts, enemies take more DMG. Each time an ally attacks, every target hit adds 1 instance of Quantum Additional DMG based on Tribbie's Max HP, dealt to the enemy with the highest HP among the targets hit.
For example, an AoE attack that hits 5 enemies creates 5 instances of Additional DMG on the highest-HP enemy. That makes her a great match for AoE teammates, especially when you need to take down a high-HP target in a crowd. Tribbie's own Basic ATK also hits adjacent targets, so she triggers the Zone well by herself. While the Zone is up, Glass Ball with Wings! raises her Max HP by 9% of the sum of all ally characters' Max HP.
With her Talent Busy as Tribbie, whenever another ally character uses their Ultimate, Tribbie launches a Follow-up ATK on all enemies. Each ally can trigger it only once, and the count resets when Tribbie uses her Ultimate. If the target is defeated before the attack lands, it goes to new enemies entering the battlefield.
After each of these Follow-up ATKs, Lamb Outside the Wall... raises Tribbie's DMG by 72%, stacking up to 3 times (216% total) for 3 turns, and keeping all stacks up is easy in practice. The attack also hits many targets inside the Zone, adding more Additional DMG and a good amount of Energy toward her next Ultimate.
Pebble at Crossroads? gives Tribbie 30 Energy at the start of battle. After that, every time another ally attacks (memosprites included), she regenerates 1.5 Energy for each target hit, and Energy Regeneration Rate boosts this too. Hitting 5 enemies gives 7.5 Energy.
With all these Energy sources, Tribbie can use her Ultimate every 2 actions, and in the right conditions after just 1. That is why you should unlock this Trace as early as you can.
Deals Quantum DMG equal to 42% of Tribbie’s Max HP to one designated enemy. Deals Quantum DMG equal to 21% of Tribbie’s Max HP to adjacent targets.
Gains “Numinosity,” lasting for 3 turn(s). This duration decreases by 1 at the start of this unit’s every turn. While Tribbie has “Numinosity,” increases all ally targets’ All-Type RES PEN by 30.0%.
Activates a Zone and deals Quantum DMG equal to 38% of Tribbie’s Max HP to all enemies.
While the Zone lasts, increases enemy targets’ DMG taken by 37.5%. After an ally target attacks, for every 1 target hit, deals 1 instance of Quantum Additional DMG equal to 15.0% of Tribbie’s Max HP to the target that has the highest HP among the hit targets.
The Zone lasts for 2 turn(s). This duration decreases by 1 at the start of this unit’s every turn.
After other ally characters use Ultimate, Tribbie launches Follow-Up ATK, dealing Quantum DMG equal to 22.5% of Tribbie’s Max HP to all enemies. This effect triggers up to 1 time per character. When Tribbie uses Ultimate, resets the trigger count for other ally characters. If the target was defeated before the Follow-Up ATK is launched, then launches the Follow-Up ATK against new enemy targets entering the battlefield.
After using Technique and upon entering battle, obtains “Numinosity,” lasting for 3 turn(s).
While the Zone lasts and after ally targets attack enemies, additionally deals True DMG equal to 24% of the total DMG of this attack to targets that have been dealt Additional DMG by the Zone.
The Additional DMG dealt by the Zone increases to 120% of the original DMG. When the Zone deals Additional DMG, further deals 1 instance(s) of Additional DMG.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
While “Numinosity” lasts, the DMG dealt by all allies ignores 18% of the target’s DEF.
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
After Tribbie uses Ultimate, launches her Talent’s Follow-Up ATK against all enemies. The DMG dealt by Talent’s Follow-Up ATK increases by 729%.
Tribbie is a support character who can deploy a Zone that buffs the team. While the Zone is active, enemies take increased damage, and the team’s attacks deal Additional DMG to the enemy with the highest HP, with that Additional DMG rising the more enemies there are. On top of that, Tribbie can increase All-Type RES PEN for the team and launch follow-up attacks on the enemies.