How to Choose a Leader Skill
In this game, your damage is decided almost entirely by two slots: leader and sub-leader. Active skill multipliers only ever apply the single highest one, no matter how many are running, while leader skills multiply both characters' multipliers together.
Multipliers multiply; reductions add
- Attack multipliers (e.g. "3x ATK for Fire"): leader and sub-leader multiply together
- HP multipliers: also multiply
- Damage reduction: adds together (up to 80% total)
For example, pairing two characters with "3x Fire ATK" gives you 9x on the Fire element. That mechanic is exactly why single-element teams have such a strong reputation.
Always check the activation condition
The higher a leader skill's multiplier, the stricter its condition tends to be. The common ones are:
- Chain count: e.g. "only on a drop that reaches 6 chains or more"
- Number of elements: "merge N different elements in a single drop"
- Merges of the same element: "merge 5 or more of the same element"
- HP conditions: "while HP is 70% or above", "while HP is 15% or below"
One thing to watch out for: only elements you can actually attack with are counted toward the element total. Mixing in jewels of an element nobody on your team covers does not add to the count.
Thinking by team archetype
| Archetype | Leader choice | Characteristics |
|---|---|---|
| Mono-element | Two skills that boost the same element | The multiplier applies cleanly. Easy to play since you just clear your chosen element. Weak to enemies that nullify that element |
| Multi-color | Skills that scale with the number of elements | Very high ceiling, but you have to work several elements into every drop, so it's demanding to pilot |
| Tanky | HP multiplier plus damage reduction | Built to survive raid boss charge attacks. Lower damage, but clears reliably |
Browse the actual skills
Every leader skill's effect and the characters who carry it are listed on the Skill List. You can check individual character stats from the Character List.