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finishing_call

finishing_call

5-STARClaymores

Skills

HE

Medicant: Glory of Knighthood

heal

Secondary Attribute +{second_attr_up:0.0%}.
Combo skill HP treatment effect +{heal_up:0.0%}.

Lvsecond attr upheal up
10.050.2
20.060.24
30.070.28
40.080.32
50.090.36
60.10.4
70.110.44
80.120.48
90.140.56
AT

Strength [M]

attr str

Strength +{str}

Lvstr
116
228
341
454
567
680
792
8105
9124
AT

HP [M]

attr hp

Max HP +{hp:0.0%}

Lvhp
10.08
20.144
30.208
40.272
50.336
60.4
70.464
80.528
90.624

Best Characters

Characters whose builds recommend this weapon.

Claymores Characters

All characters that can equip this weapon type.

Build Notes

This is Ember's late-game sustain configuration. The goal is to maximize the durability she hands to the team rather than her own damage output. Thunderberge adds another protective layer through post-Combo-Skill shielding, and the Eternal Xiranite set is the centerpiece: it grants a large flat HP boost and, once Ember applies one of the qualifying defensive statuses through her Talent, extends a DMG Dealt bonus to the rest of the party. That last part is why the set is so valuable on her, since Mono Physical teams often have their other members locked into Swordmancer and therefore cannot generate this buff themselves. The LYNX gauntlets and the armor's Arts Intensity serve as finishing touches, one improving her healing and the other nudging her Knock Down damage. Stat rolls should chase Medicant first, then HP Boost, then Strength Boost, because health, healing efficiency and the HP-derived shield all feed directly into her support role.
The weapon choice centers on Thunderberge: its shield-on-Combo-Skill effect stacks with the healing Ember already provides, giving the team an extra layer of mitigation during the moments she is most likely to be active.
The armor and both power cores come from the Eternal Xiranite set because Ember's Talent Inflamed for the Assault reliably counts as applying a defensive status, which turns the set's group DMG buff on for the whole party.
Sliding LYNX gauntlets in fills the remaining slot with additional healing support instead of more damage, which suits a build whose entire job is keeping the squad upright.
If you cannot get Thunderberge, Former Finery is the accessible fallback with HP, Will and restoration, while Finishing Call and Quencher are workable substitutes thanks to their HP-treatment and HP-stat contributions.
  • Thunderberge is chosen because it lays down extra shielding after the Combo Skill is used, reinforcing Ember's sustain identity.
  • Three Eternal Xiranite pieces supply the Treatment Bonus plus a flat HP bump, and the four-piece effect pushes a DMG Dealt buff onto the rest of the squad.
  • LYNX gauntlets round out the healing package and the Eternal Xiranite armor's Arts Intensity helps her Knock Down procs hit a little harder.
  • Prioritize Medicant, then HP Boost, then Strength Boost when rolling essence.
This is the budget-friendly entry point for building Ember. It leans on Former Finery, a weapon available through the New Horizons banner's weapon selector, which supplies HP, Will and HP restoration in one package, and pairs it with the full Armored MSGR set. Armored MSGR is attractive early because its Strength bonus translates into a higher Base HP for Ember, which directly increases the size of the shields her Ultimate distributes, while its low-health damage reduction keeps her from folding under focused pressure. The result is a durable, self-sufficient frontline support that does not demand rare gear or premium weapons. Essence rolls should favor Efficacy first for healing throughput, then HP Boost, then Will Boost to strengthen the Combo Skill's restore effect. As you progress, this build naturally transitions into the Eternal Xiranite-focused late-game setup.
Former Finery is selected as the early weapon because it is free-to-play friendly and reinforces exactly what Ember wants at this stage: raw HP, Will to strengthen her Combo Skill healing, and a restoration effect that keeps her frontline alive.
Armored MSGR is chosen for the gear because it boosts Strength, which raises Ember's Base HP and by extension her shield size, and it also hands out broad damage reduction when her health drops low.
Together the weapon and set give a low-investment package that keeps Ember standing long enough to cycle shields and healing for the team.
If you lack Former Finery, Finishing Call and Quencher both provide HP-treatment and HP-related benefits that keep the build functional.
  • Former Finery is the accessible pick, obtainable from the Weapon Selector in the New Horizons banner, and it delivers HP, Will and restoration.
  • The full Armored MSGR set gives a large Strength bonus that converts into Base HP for Ember, plus damage reduction while she is below half HP.
  • Roll for Efficacy first, then HP Boost, then Will Boost.
  • Finishing Call and Quencher remain usable stand-ins if Former Finery is not yet available.
This is Snowshine's fully invested support package. She carries a shield weapon that gives her a self-contained heal trigger, then wears the Eternal Xiranite set so that casting Saturated Defense both protects the team and buffs their damage output. The result is a defender who does three jobs at once: mitigate burst, top allies back up, and hand the squad a damage window. It is the natural choice for Shatter teams that want her Solidification uptime without sacrificing survivability.
The weapon is picked because its Efficacy line gives Snowshine a second healing source that does not compete with her combo skill's trigger condition.
The gear set is chosen because her Battle Skill naturally applies Protected, so the set bonus is close to free uptime for the whole squad.
Finishing Call is the first backup when raw healing matters more than utility, and it is easier to pick up copies of for potential scaling.
Thunderberge is the fallback when incoming damage is spiky enough that a shield beats a bigger heal, such as high-risk Contingency Contract runs.
  • Weapon choice Former Finery adds a heal trigger outside of her combo skill, smoothing out her sustain between cycles.
  • The Eternal Xiranite set is triggered by the Protected status that her Battle Skill applies, converting a defensive cast into a team-wide damage boost.
  • Because her kit wants her to soak hits, this setup turns getting attacked into both healing and energy, which is exactly what the shield is designed around.