Definitions for TP, Paths, Break Effect, MoC slang, and the rest of the terms that show up in team guides — written so a new Trailblazer can actually use them.
Last reviewed: July 2026 · See also Relic Scorer, Pity Calculator, and F2P team building.
Daily systems that gate farming.
Daily stamina for Calyxes, Caverns, Echoes of War, and more. It regenerates over time — plan spends around the materials you actually need.
Account difficulty tier that rises with Trailblaze Level. Higher Equilibrium means harder fights and better drop tables.
Weekly boss content for character and Light Cone upgrade materials. Limited clears per week — don’t forget to claim.
Relic farming stages. Pick the cavern that drops the set your DPS actually wears before you infinite-farm the wrong one.
Relic slot pair typically farmed from Simulated Universe / related modes. The 2-piece bonuses often define a build’s identity.
Pull language and character growth.
Pull counter toward a guaranteed 5★. Limited banners also use a 50/50 for the featured character unless you already have a guarantee. Related →
First limited 5★ on a banner type can be featured or standard. Lose it, and the next 5★ on that type is guaranteed featured.
Duplicate character upgrades (E1–E6). Early eidolons are sometimes huge; E6 is whale territory, not a clearing requirement.
Skill tree nodes that raise talents and grant passives. Trace materials are a common early bottleneck — prioritize your main DPS and sustain first.
Weapons tied to Paths. Matching Path unlocks the cone’s full effect; off-Path cones only give stats. Related →
Practice pity and banner odds before spending Stellar Jade. Related →
Redeemable strings for Jade and materials from official posts and livestreams. Related →
What a character is supposed to do in a team.
Role classes: Destruction, Hunt, Erudition, Harmony, Nihility, Preservation, Abundance (and newer Paths as added). Path tells you the kit’s job more than element alone.
Buffers and enablers — ATK, damage %, advance, break efficiency, and similar team amps.
Debuffers and DoT enablers — DEF shred, RES pen, EHR-dependent effects, and damage-over-time kits.
Sustain Paths: shields/taunt mitigation versus healing and cleanses. Most MoC sides want one reliable sustain.
Damage Paths: Hunt leans single-target, Erudition leans AoE/add clear, Destruction sits between bruiser and flexible DPS.
Numbers and turn-order vocabulary.
Crit Rate and Crit Damage. DPS builds live and die on a usable ratio plus ATK/damage %.
Scales Toughness-break and Super Break style damage. Core for break-focused teams. Related →
Chance for chance-based debuffs to land. Low EHR means your Nihility kit whiffs — check each skill’s EHR needs.
How fast Ultimates return. Higher ERR shortens ult cycles for supports and some DPS.
Shared team resource for skills. Basics usually generate SP; skills consume it. Starving SP mid-MoC is a classic wipe cause.
Setting SPD so supports act before carries (classic Bronya/DPS setups). A few SPD points can make or break a rotation.
Action-value manipulation that lets a unit act sooner — used to stack buff windows or steal turns.
Extra attacks outside the normal turn order. Strong in Pure Fiction and some MoC nodes.
Damage over time (Burn, Bleed, Shock, Wind Shear, etc.). Often wants EHR, ATK, and DoT-specific supports.
Effects that ignore or reduce enemy defenses/resistances so your DPS multiplies harder.
Where gear and teams get stress-tested.
Two-team endgame with cycle counts for stars. Weakness coverage and sustain matter as much as raw DPS. Related →
Score-attack mode that rewards fast AoE and add clear. Follow-up and blast kits often shine.
Boss-focused endgame variants that rotate mechanics — build for the featured weakness and phase rules.
Roguelite mode with blessings and curios. Used for story/progression rewards and Planar farming loops.
Amplified break damage enabled by specific kits/content. Break Effect and Toughness breaking become the main damage engine.
TP is your daily energy for farming stages and bosses. Spend it on the materials your current team actually needs.
It increases damage and value tied to breaking enemy Toughness — especially important for break and Super Break teams.
Memory of Chaos — a rotating two-team endgame challenge scored by how quickly you clear.