BREAK carry · Dark and Fire

My Inferlupa build

Land eight basic attacks to arm Full Energy, spend it on Unbroken Flameruff Spirit for a seven-bounce stack of BREAK efficiency, then cash the open bar with Crossfire and the ultimate.

By sluka ·

3 party blueprints3 loadout options2 forms
Base attribute total
541points
DarkUnranked
Moderate difficultyCount basic attacks
Current game data · 19 Sep 2026

Attribute breakdown

Bars share a 0–150 scale
HP95
ATK89
BREAK108
P.DEF70
M.DEF80
REGEN99

Start playing

Your first rotation

  1. 01

    Prepare your team and resources.

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.

At a glance

Stat priorities

Start with the first priority and work down. These are practical build goals, not simulated stat weights.

  1. 1. BREAK

    Inferlupa starts at 108 BREAK, the highest number in its own six-stat line, and Unbroken Flameruff Spirit adds 10% BREAK efficiency per stack to three stacks for 20 seconds. The stat and the skill multiply each other.

  2. 2. ATK

    Every combat skill is a power-scaled hit at 60 to 65 power, and the ultimate lands at 194. ATK is what turns the open BREAK bar into an actual damage window.

  3. 3. REGEN

    Each of the three combat skills costs 20 EP and Full Energy needs eight basic attacks between spends. REGEN 99 is enough to run one cycle; Potential points here buy a second skill inside the same window.

  4. 4. HP

    Inferlupa has to stand in melee range for the eight basic attacks. HP 95 with P.DEF 70 is the softer half of the stat line, so it is the first place to spend leftover Potential.

Party blueprints

Three ways to protect the count

Inferlupa leads every team because the eight basic attacks have to happen on field. Each blueprint solves a different reason that count gets interrupted, and opens in the same order in the Team Planner. Core slots define this blueprint. Replace a flex member only if its replacement still covers the job described on the card.

Dark pressure on one target

Shadow RelayRecommended

Fragrancier marks the target so the Dark basic attacks that arm Full Energy hit harder, Somniwing funds the 20-EP skills, and Glacy keeps Inferlupa in melee range through the eight-hit count.

Load in Team Planner
FragrancierBasic

Flex

Mark the carry’s target for Dark basics and supply conditional supplemental healing.

SomniwingBasic

Flex

Aim the recovery wave through allies and use control to protect setup.

GlacyBasic

Flex

Heal the team without requiring the Prismana Glimmer Shot unlock.

Fire follow-up on the broken bar

Ridge SiblingsFire team

The other half of the Flameruff split. Inferlupa opens the bar, Scorchhowl spends it, and Sparkelf raises the Fire damage that Crossfire and Blazing Wolf Assault deal. Use this when the target resists Dark.

Load in Team Planner
ScorchhowlBasic

Flex

Charge Burn Breaker while Inferlupa counts basics, then add Fire pressure to the same broken bar.

SparkelfBasic

Flex

Inspiration lifts the Fire half of the kit; Treat Feed keeps the carry on field between cycles.

SomniwingBasic

Flex

Aim the recovery wave through allies and use control to protect setup.

Survive the eight-hit count

Protected CountDefensive option

Helmut takes the pressure phase so the basic attack count is never interrupted, Stellarys adds Dark damage during the handover, and Glacy heals between cycles. Use this against enemies that punish melee range.

Load in Team Planner
HelmutBasic

Flex

Take the pressure phase and prepare a protected BREAK opening.

StellarysBasic

Flex

Establish the clone, use Shooting Stars and follow with Dark basics.

GlacyBasic

Flex

Heal the team without requiring the Prismana Glimmer Shot unlock.

Forms and typing

Basic and Prismana, same 541 total

Both forms are Dark and Fire with the same six-stat line and the same six skills. Prismana is a cosmetic and collection difference here, not a kit change.

Regional forms guide
Combat loadouts

Keep the stacking skill, choose the payoff

Unbroken Flameruff Spirit is the one skill that changes how fast the bar opens. The other two slots decide whether the open bar is spent on one target or on a group. Each loadout labels its equipped skills. An optional swap, where shown, replaces slot 2.

Held items

Invest in the basic attack loop

This kit funnels everything through basic attacks, so an item that improves basic attacks improves the enhanced skill too. Put Potential into BREAK and REGEN before HP.

Personality goal

ESTJENTJESTP
Quick rotation5 steps · follow in order

Stack, count, break, spend

One cycle is a stack of BREAK efficiency, eight basic attacks, an enhanced cast and a burst. Everything else is filling time until the count finishes.

  1. Step 1: Start the BREAK timer first

    Cast Unbroken Flameruff Spirit before the count begins. Each ricochet that lands adds a stack of 10% BREAK efficiency, up to three stacks, and the whole stack set lasts 20 seconds.

  2. Step 2: Count eight basic attacks

    The trait counts basic attacks, not skills or time. ATK is a Dark physical hit at 6 power, so it is cheap to throw; the value is the counter, not the damage on any one swing.

  3. Step 3: Spend Full Energy on the skill that needs it most

    Unbroken Flameruff Spirit goes from 5 to 7 ricochets, Crossfire gains 45% Might, Hunting Pack adds a third clone, and Blazing Wolf Assault gives its extra clone Super Armor for 10 seconds. Enhanced damage is treated as basic attack damage.

  4. Step 4: Cash the open bar

    A broken target is the window for Crossfire, which penetrates for up to 9 hits, and for Wolfpack Onslaught at 194 power. Do not save the ultimate past the end of the 20-second BREAK stacks.

  5. Step 5: Reset the count immediately

    Go straight back to basic attacks after the burst. The next Full Energy is eight swings away, so idling in a skill rotation costs the following window rather than the current one.

Homeland abilities

FireFire Aniimo specialize in cooking, smelting, and supplying heat.Lv 2
DarkDark Aniimo specialize in harvesting crops, cutting down plants, pickling, and drying items.Lv 3
HaulingAniimo with the Hauling ability can pick up stockpiled produce from facilities and carry it to the Home storage.Lv 3
Execution notes

Make the build hold together

Use these encounter rules to preserve the rotation instead of forcing the same sequence into every target.

Two elements, two answer keys

Dark hits Electric, Grass and Holy at 1.6x. Fire hits Grass and Ice at 1.6x. Grass takes 1.6x from both halves of the kit, which is the matchup Inferlupa is strongest into.

Where the kit goes quiet

Dark reads 0.625x into Water and Wind, and Fire reads 0.625x into Fire, Holy, Rock and Water. A Water target resists both halves, so bring a different carry rather than a different loadout.

What punishes Inferlupa

Holy and Wind attacks hit the Dark half at 1.6x, and Rock and Water attacks hit the Fire half at 1.6x. With 70 P.DEF and 80 M.DEF, the eight-hit count is the risky part of the loop.

BREAK is a team resource

The 10% per stack is BREAK efficiency against the marked targets, so a second breaker in the party shortens the same bar. Helmut or Scorchhowl turns a long count into a shared one.