Mashuma poison: establish the source first
Mashuma’s Ailment Amanita Lv1 gives +50% ailment damage. Start with the available Soldier / Ninja classes and their weapons; the route does not require Shu, nine deployment slots or a level 90 weapon.
| Card | Effect | When to choose it |
|---|---|---|
| Poison Punch+ — Rare | Normal attacks inflict Poison. | Take it to establish a poison source. |
| Poison Pinch — Rare | Poison damage triggers 33% faster. | Take it after you can already inflict Poison. |
| Poison Drop+ — Rare | Poison Elemental Force damage +50%. | Match it to Poison Elemental Force damage; it does not apply Poison by itself. |
Card offers are random. If Poison Punch+ does not appear, work with your actual offer rather than spending resources you do not have to force this route. Choose Dock upgrades for your current survival or damage problem.
Water splash: match the card to your attack
| Card | Trigger and effect |
|---|---|
| Soaking Splash+ — Common | Normal attack hits produce water splash for 25% additional damage. |
| Hustle Splash+ — Common | Hustle hits produce water splash for 25% additional damage. |
| Splash Combo — Rare | Water splash damage +20%; a kill made by water splash creates another splash. |
Use Soaking Splash+ if normal attacks are your main source of hits. Use Hustle Splash+ if you can reliably pay for and land Hustle Tech. Add Splash Combo once you already have splash damage.
Check whether the choice says GET or EXCHANGE. An exchange can replace an existing slot instead of simply adding another effect.
Why a build may not work
- An ailment damage bonus does little if you have no matching ailment source.
- A normal-attack trigger does not become a Hustle trigger.
- A Hustle card needs enough MP and a hit on the target.
- Splash Combo needs the splash itself to deliver the killing hit.
These are conditional build options. Change your choices when the offered cards, available units or main cause of failure changes.