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former_finery

former_finery

6-STARClaymores

Skills

AT

Will Boost [L]

attr will

Will +{will}

Lvwill
120
236
352
468
584
6100
7116
8132
9156
AT

HP Boost [L]

attr hp

Max HP +{hp:0.0%}

Lvhp
10.1
20.18
30.26
40.34
50.42
60.5
70.58
80.66
90.78
KE

Efficacy: Mincing Therapy

keyword

Treatment Efficiency +{heal_up:0.0%}.
After a Protected operator takes DMG, the wielder restores the said operator's HP by [{heal_will_add:0} + Will×{heal_will_mult:0.00}].
Effect only triggers once every {cd:0}s.

Lvheal upheal will addheal will multcd
10.1840.715
20.12100.80.8415
30.14117.60.9815
40.16134.41.1215
50.18151.21.2615
60.21681.415
70.22184.81.5415
80.24201.61.6815
90.28235.21.9615

Best Characters

Characters whose builds recommend this weapon.

Claymores Characters

All characters that can equip this weapon type.

Build Notes

This is Ember's dedicated endgame sustain setup. Thunderberge supplies additional shields so that between the weapon, her Talent-granted Protection and her Max-HP-scaled Ultimate, she can absorb punishment almost indefinitely. The Eternal Xiranite gear set is the reason the build is more than pure defense: by applying debuffs through her Battle and Combo Skills, Ember triggers a team-wide damage bonus that physical compositions otherwise cannot get, which turns her from a pure defensive pick into a genuine enabler. The remaining pieces (LYNX gloves and two identical Eternal Xiranite Power Cores) exist to push her treatment output and skill uptime. Stack Medicant, HP Boost and Strength Boost in that order — Medicant and HP both inflate the shield her Ultimate hands out, and Strength raises her base HP pool that those shields are calculated from.
Thunderberge is chosen over the alternatives because its shield generation stacks with Ember's existing defensive tools, giving her another layer of survivability every time her Combo Skill fires.
The Eternal Xiranite line is the core of the build: her second Talent marks enemies with a debuff whenever she casts Battle Skill or Combo Skill, and that triggers the set's team-wide damage bonus — something mono-Physical squads normally cannot access.
Former Finery is the recommended fallback for players without Thunderberge, especially since it can come from the New Horizons weapon selector; it trades raw shielding for HP, Will and a small self-heal.
Finishing Call is a decent third option when you want extra HP-treatment effects, and Quencher works if you would rather lean on HP and Will rather than Medicant.
Swap in the alternative weapons whenever you are missing the top pick, but keep the Essence priority aligned with whichever stat the weapon actually scales on.
  • Thunderberge is the pick because it layers even more shielding on top of Ember's kit after her Combo Skill resolves, making her the hardest target to break.
  • The Eternal Xiranite set turns her debuff application into a squad-wide DMG Dealt buff, which is why she is such a natural fit for physical teams that usually skip this set.
  • LYNX gloves and the two Power Core T1s double down on healing throughput, while the armor's Arts Intensity raises the damage from her Knock Down procs.
  • Essence order matters: Medicant first, then HP Boost, then Strength Boost — everything funnels into bigger shields and better heals.
This is the low-investment version of Ember, aimed at players still progressing through early content. Former Finery is the centerpiece because it is easy to acquire and provides HP, Will and a restoration effect, letting Ember keep the active operator healthy while her Ultimate is still small. The Armored MSGR set supplies Strength — which raises her base HP and therefore her shields — and adds a broad damage-reduction safety net below half health, making her noticeably harder to burst down in story encounters. The Essence priority shifts slightly from the endgame version: Efficacy first to squeeze more value out of the weapon, then HP Boost and Will Boost, since at this stage every point of HP and healing matters more than raw offensive stats. Once you secure Thunderberge and Eternal Xiranite pieces, transition to the endgame build.
Former Finery is recommended here because early accounts rarely have Thunderberge, and Former Finery covers the three things Ember wants at low investment: survivability for herself, Will for stronger Combo Skill healing, and a small restoration effect.
Efficacy comes first in the Essence order because it compounds the weapon's own utility, then HP Boost to widen her shield scaling, then Will Boost to improve the healing her Combo Skill provides.
Armored MSGR is the recommended early set because Strength translates into base HP for a Defender, and the sub-50% HP damage reduction gives Ember real staying power in story fights without needing rare drops.
The two Flashlight cores and the jacket/gloves combo are simply the accessible pieces within that set; there is no need to chase mixed pieces before you have access to Eternal Xiranite.
Move to the endgame build once Thunderberge and Eternal Xiranite become available — until then, this setup keeps Ember functional as a budget sustain unit.
  • Former Finery is the go-to starter Greatsword: it grants HP, Will and a self-heal, all of which keep the squad alive while Ember is still growing.
  • It is also the easiest strong option to obtain, since it appears as a choice in the New Horizons banner weapon selector.
  • The Armored MSGR set leans on Strength for a bigger base HP pool and adds blanket damage reduction once Ember drops under half health.
  • If you already pulled Thunderberge, ignore the swap and go straight to the endgame plan.
This is the endgame support setup for Snowshine. Former Finery supplies healing outside of Polar Rescue, letting her keep the team topped up even when the Combo Skill has not triggered, while the Eternal Xiranite set leans into Will and Treatment Bonus to raise her overall healing output. The important interaction is that Saturated Defense applies the Protected buff on use, which instantly switches on the set effect and grants the whole team extra damage for a window. Because Snowshine is not heavily gear-demanding, the pieces matter less than hitting the triggering condition reliably and stacking Will for stronger heals. When burst damage rather than healing is the problem, the Thunderberge build keeps the same set but replaces the weapon so her protective tools extend a little further.
Former Finery wins the top slot because its Efficacy effect gives Snowshine a healing source that is not tied to her Combo Skill, so she can support between triggers.
The Eternal Xiranite suite is a natural fit: Saturated Defense applies Protected on cast, which satisfies the set's trigger condition and passes a damage bonus to the rest of the squad.
Finishing Call is a strong fallback with larger raw heals and easier access, while Thunderberge sacrifices healing volume in exchange for shields that blunt high burst damage.
  • Essence priority on the weapon: Efficacy first, then Will Boost, then HP Boost.
  • Alternative essence lines for the backup weapons lead with Medicant, followed by a mix of Strength and HP Boost.
  • Swap to Thunderberge when the run features heavy burst risks such as Thrill or Decapitate in Contingency Contract.
This is the low-cost starting configuration for Snowshine, aimed at players who have just unlocked her and want a working support setup without farming high-end gear. The Mordvolt Resistant suit is the entry point: it boosts Will, which is the stat her healing scales from, and adds a bonus treatment effect whenever she is below half health, reinforcing her role as a frontline sustain unit. Former Finery remains the recommended weapon because it provides healing that does not rely on Polar Rescue triggering, keeping the team stable even in fights where nobody is getting hit hard enough to switch the Combo Skill on. Play it as a straight support package and move the gear up to Eternal Xiranite as soon as the pieces are farmable.
Former Finery stays in the top weapon slot even during early progression because it is the piece that gives Snowshine healing coverage beyond her Combo Skill.
Mordvolt Resistant is chosen as the beginner-friendly suit since it lifts Will directly and then adds a further treatment bonus while Snowshine is hurt, which suits a character designed to stand in front of incoming attacks.
Once the higher-tier Eternal Xiranite pieces are available, upgrading the suit is the natural next step rather than changing the weapon.
  • Cheapest functional setup for a freshly built Snowshine; the weapon plan carries over unchanged from the endgame build.
  • The set's conditional healing bonus only turns on while Snowshine herself is below half HP, so it is most useful when she is soaking pressure.