Protected Rage EntryRecommended
Helmut handles pressure, Somniwing helps recovery and Gracewing heals before the burst turn.
Enter Enraged with a safe target, build marks, then spend them before the opening closes.
By AniimoVerse ·
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Prepare support and enter Enraged through normal Rage gain or a charged Rock Smash.
Land Fanatic Clawing, then spend the visible marks with Critical Hit or the Earthquake alternative.
Switch when the target or resources no longer support another useful chain.
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.
Improve the damage delivered during the opening your teammates prepare.
Keep the second rotation available instead of optimizing only the first burst.
Stay in range long enough to complete the useful part of the attack.
Start with the recommended four, then use the alternatives to cover survival or resource problems. These are kit-based starting teams; compare performance at your own investment. Core slots define this blueprint. Replace a flex member only if its replacement still covers the job described on the card.
Helmut handles pressure, Somniwing helps recovery and Gracewing heals before the burst turn.
Bring Grizbo in after BREAK setup rather than taking hits just to gain Rage.
Use Gracewing and Glacy only when extra healing is worth losing the regeneration slot.
The loadout uses the stated elemental skills. Owning another form can change which skills you can equip; check the two slots before spending upgrade materials.


Use the numbered slots together. Slot 2 choice: keep the recommended skill for the main plan or replace it with the listed alternative for the stated job. Each loadout labels its equipped skills. An optional swap, where shown, replaces slot 2.
Use the Earth claw skill. Critical Hit spends marks for damage; Earthquake is a cheaper control alternative. Neither keeps the spent marks.
Slot 2 choice: Replace Critical Hit with Earthquake when lower EP cost and control suit the fight.
Choose from these item options after checking their current level effects. Reliable turns and survival matter before an extra offensive upgrade.
The shopping list covers the full Resonance ladder. Fund the next unlocked stage first; form unlocks and Core Skill upgrades are separate.
View stage-by-stage costsFollow the visible resource and target cues. Reposition or switch when the opening closes instead of finishing a sequence into danger.
Use your supports before committing. Do not deliberately absorb damage merely to accelerate the meter.
Use Rock Smash when charged and the target is stable, or continue the normal resource cycle until Enraged is visible.
Use Fanatic Clawing and confirm the chain connects. Spend the visible marks with the equipped finisher while the enemy is still reachable.
If EP or the opening runs out, switch. Do not repeat a finisher into an empty mark counter or stand idle waiting for a perfect burst.
Use these encounter rules to preserve the rotation instead of forcing the same sequence into every target.
Use the marks actually applied, not the total expected from an uninterrupted chain.
The Rage meter is not the target’s Claw Mark counter. An Enraged entry does not automatically supply a fully marked target.
The official habitat is Rosetower Woods. Use the linked beta cave-access route for the underground Alpha; ordinary spawns are separate.