Guarded Wind TeamRecommended
Use Tubster before Tromber and Cornet, with Gracewing available when damage gets through.
TromberBasicFlex
Apply support, let the delayed blast land, then switch directly to the intended bird.
Turn a defensive entry into shielded BREAK pressure, then switch to the damage dealer.
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Use Gale Guard against predictable pressure.
End the stance and confirm the shield before relying on shielded BREAK efficiency.
Apply BREAK pressure, then hand the opening to the carry before the protection expires.
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.
Gale Guard creates an HP-based shield when the stance ends.
Build around preparing the target for the carry.
Have the next guard available and survive the entry.
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.
Use Tubster before Tromber and Cornet, with Gracewing available when damage gets through.
TromberBasicFlex
Apply support, let the delayed blast land, then switch directly to the intended bird.
Chirpi replaces dedicated healing. Check recovery in longer fights before using this team everywhere.
TromberBasicFlex
Apply support, let the delayed blast land, then switch directly to the intended bird.
Somniwing helps the team recover and Glacy supplies healing; Cornet uses the BREAK opening.
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.
Gale Guard is the defensive slot. The official English ultimate name is still unresolved, so this loadout does not require an ultimate sequence.
Slot 2 choice: Replace Resting Whirlwind with Tornado for a stationary grouping area.
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.
Enter Gale Guard from a position where the stance can protect you. Do not take unnecessary hits just to enlarge the shield.
Exit when safe and confirm a shield is present before relying on the shielded BREAK benefit.
Use the equipped control attack and basics while protected. Keep the target where the carry can reach it.
Switch into the support and damage sequence once the target is ready. Use the healer if the shield is gone and pressure remains.
Use these encounter rules to preserve the rotation instead of forcing the same sequence into every target.
Rebuild protection or reposition; the trait does not grant permanent BREAK efficiency.
Survival is more valuable than absorbing another hit for a larger shield.
The Concerto stamina benefit is not an EP refund for the carry’s next skill.