Stellarys Marked TargetRecommended
Helmut prepares BREAK, Fragrancier marks the target, and Stellarys establishes the clone and uses its basic-attack window. Glacy supplies dependable healing.
Mark the enemy your Dark carry will actually attack, then hand over. Use Withering Bloom for supplemental healing or Blossoming Moment for a successful-dodge shield.
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Land Fragrance Marking on the enemy your Dark carry will attack.
Use Withering Bloom if healing is needed and Fragrance Bomb when charged, then switch.
Land Dark basics during the mark and refresh for the next target when available.
EP is your skill resource. BREAK is the vulnerable phase after the enemy’s break bar is depleted. An ultimate is the charged special skill. Read the full rotation and entry requirements.
Start with the first priority and work down. These are practical build goals, not simulated stat weights.
Support Withering Bloom’s caster-HP heal and the successful-dodge shield while surviving the entry.
Fragrance Marking costs no EP, but the heal and dodge skill still need resources.
An optional investment for Fragrancier’s own damage and the boosted mark’s extra hits after the support role is reliable.
Choose one of these complete teams, then adapt it to your unlocked forms and trained roster. The first slot is the Aniimo this guide teaches, not a command to keep it on field. Core slots define this blueprint. Replace a flex member only if its replacement still covers the job described on the card.
Helmut prepares BREAK, Fragrancier marks the target, and Stellarys establishes the clone and uses its basic-attack window. Glacy supplies dependable healing.
Witchin groups the pack and uses Dark basics during Curse. Mark the enemies the team will actually attack; Withering Bloom’s doubled heal needs exactly one target in its range.
WitchinBasicFlex
Group enemies, use Dark basics during Curse and recover EP with Euphoric Sonic Blast.
Somniwing adds recovery and control while Rookey supplies BREAK. Withering Bloom is this team’s direct heal, so switch to the first team if its conditional recovery is insufficient.
The cards show available forms. An alternate skill may require obtaining a particular form first; read the loadout requirements before assigning it.

Use the two numbered skill slots. The final card is an alternative for slot 2, not a third equipped skill. Each loadout labels its equipped skills. An optional swap, where shown, replaces slot 2.
Fragrance Marking increases Dark basic attack damage on marked targets. Withering Bloom heals the team for 4% of Fragrancier’s maximum HP, doubled with exactly one target in range.
Slot 2 choice: Swap the heal for Blossoming Moment when a successful-dodge shield is more useful and healing is covered.
Blossoming Moment grants a shield worth 10% of maximum HP for 20 seconds after a successful dodge. Merely pressing the skill does not establish the shield condition.
Slot 2 choice: Use Withering Bloom again when the team needs its heal more than the conditional self shield.
These are role-based item options. Read the item’s current level effects and compare at equal investment before replacing a working setup.
Totals below cover the full mirrored Resonance ladder. Buy the next unlocked stage first; Core Skill boosts and form unlocks are separate investments.
View stage-by-stage costsKeep the support action short and purposeful, then switch to the teammate that uses the opening.

Prepare BREAK or control, then face the enemy the Dark carry will attack. A mark left on an abandoned enemy does not support damage on the next target.
Land Fragrance Marking to apply Secret Fragrance for 15 seconds. Its 25% bonus applies to Dark basic attacks against marked targets. A damaging skill hit also supplies Dangerous Fragrance’s separate Dark resistance reduction.
Use Withering Bloom if the team needs healing, checking whether exactly one enemy is in range for the doubled result. When charged, Fragrance Bomb gives the team 10% Dark damage for 30 seconds and charms nearby targets.
Switch to Stellarys or Witchin for repeated Dark basics. With the Core Skill boost, qualifying basics have a 25% chance for an extra hit using Fragrancier’s basic-attack Might, limited to once per 0.5 seconds.
Track the mark and cooldown during movement. Reapply when available to the enemy the carry will continue attacking. Do not treat the random extra hit as a guaranteed damage multiplier.
Use these encounter rules to preserve the rotation instead of forcing the same sequence into every target.
The 25% mark bonus does not buff every Dark skill. Skill-heavy teams can still use the separate trait and ultimate, but they may not justify this mark-focused build.
The boosted mark keeps its 15-second duration and existing bonus. Its new 25% proc chance and 0.5-second limit do not imply 25% more total team damage.
Withering Bloom heals 4% of caster maximum HP normally and 8% when exactly one target is in range. Nearby additional enemies can remove that doubled-heal condition.
Blossoming Moment’s shield needs a successful dodge. Keep another recovery tool available while learning enemy timing.