Grass Basic TeamRecommended
Thornblade supplies Grass basics, Tuckin prepares BREAK and Gracewing handles reliable healing. Melloblum’s Healing Rose remains conditional on critical hits.
Prepare Thorny Blessing for Grass critical hits, add Rose Garden when charged, and hand over promptly to a Grass carry that can trigger the support.
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Check Rose Marks and EP, then cast Thorny Blessing when the Grass carry is ready.
Add a charged Rose Garden and Healing Rose if needed, then hand over for Grass critical hits.
Use the 14-second base or 21-second boosted window; both retain the 0.5-second thorn trigger limit.
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.
Fund the first blessing before relying on Rose Marks from a team that has not attacked yet.
Survive the support turn and improve the HP-linked healing delivered when Healing Rose’s condition is met.
An offensive option for thorn and petal damage after the support cycle is reliable. It does not replace the carry’s critical-hit requirement.
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.
Thornblade supplies Grass basics, Tuckin prepares BREAK and Gracewing handles reliable healing. Melloblum’s Healing Rose remains conditional on critical hits.
Rookey prepares BREAK, Melloblum supplies the blessing and Irisalis establishes its clones. Avoid spending most of the buff duration on a missed Shadow setup.
Helmut handles pressure while Thornblade prepares its next basic-attack turn. Keep Glacy for immediate recovery when Healing Rose cannot bloom in time.
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.
Thorny Blessing is the team damage support. Healing Rose applies an enemy mark that blooms after three critical hits to heal nearby allies for 5% of Melloblum’s HP.
Slot 2 choice: Swap Healing Rose for Blasting Roses when the team already has healing and you want the homing attack.
Blasting Roses has 35% extra critical rate, but it does not guarantee a crit or replace the Grass carry’s damage turn.
Slot 2 choice: Restore Healing Rose if the team can trigger its three-crit mark and needs the supplemental heal.
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.

Let the team’s basic attacks build Phantom Opening’s Rose Marks during normal play. Read the current counter before counting a skill discount; do not assume a full ten-mark start.
Cast Thorny Blessing once the carry can attack. The base version lasts 14 seconds; Skill Boost extends it to 21. Both require Grass critical damage and can trigger thorns at most once every 0.5 seconds.
Rose Garden gives allies in its area 70% increased Grass critical damage for 30 seconds. If healing is needed, place Healing Rose on the target the carry will hit; three critical hits make its mark bloom.
Switch to Thornblade or Irisalis and land Grass attacks. Rose Garden increases critical damage, not critical rate. If the carry rarely crits, fix that mismatch before valuing extra blessing duration.
Keep the next target and the garden’s fixed area in mind. Refresh the blessing when it will cover useful attacks rather than repeatedly spending EP during enemy movement.
Use these encounter rules to preserve the rotation instead of forcing the same sequence into every target.
Phantom Opening’s marks belong to Melloblum’s cost reduction. Healing Rose marks an enemy and needs three critical hits for its heal. Do not use one counter as proof the other effect is ready.
The boosted blessing lasts seven seconds longer. It does not increase the 0.5-second trigger frequency or give the carry extra critical rate.
Use a dedicated healer for immediate recovery if the target is invulnerable, moving or likely to die before the third critical hit.
Thorny Blessing needs Grass critical hits. A strong non-Grass carry is not automatically a good recipient for this support slot.