Last updated: 12/November/2026

Best guide and build for Lupa from WW (Wuthering Waves). Lupa is a 5★ rarity character from the
Fusion element who uses the Broadblade type weapon.
Lupa has at least one video guide available:
Last review update
Patch 3.7
Last major build/calcs update
Patch 3.0
Last profile update*
12/November/2026
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Lupa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Flaming Star
Basic Attack
Perform up to 4 consecutive attacks, dealing Fusion DMG.
After Basic Attack Stage 3, press Normal Attack in the right time to cast Mid-air Attack Stage 1.
After Dodge Counter, Basic Attack Starfall, Resonance Skill Shewolf's Hunt, or Resonance Skill Feral Fang, press Normal Attack in time to cast Basic Attack Stage 2.
Heavy Attack
Consume STA to attack the target, dealing Fusion DMG.
Heavy Attack - Wolf's Gnawing
When Wolflame reaches 50 points, Heavy Attack will be replaced by Wolf's Gnawing, consuming STA to attack the target and dealing Fusion DMG.
This attack does not restore Wolflame. Consume 50 points of Wolflame to perform this attack and gain 1 point of Wolfaith.
Heavy Attack - Wolf's Claw
When Wolflame reaches 50 points and Wolfaith reaches 1 point, Heavy Attack will be replaced by Wolf's Claw, consuming STA to attack the target and dealing Fusion DMG.
If Wolflame reaches 50 points and Wolfaith reaches 1 point after performing Mid-air Attack - Firestrike or Heavy Attack - Wolf's Gnawing, press Normal Attack in time to perform Heavy Attack - Wolf's Claw.
This attack does not restore Wolflame. Consume 50 points of Wolflame to perform this attack and gain 1 point of Wolfaith.
Mid-air Attack
Consume STA to perform up to 3 attacks in mid-air, dealing Fusion DMG. The Mid-air Attack cycle will not be reset.
Mid-air Attack - Firestrike
When Wolflame reaches 50 points, Mid-air Attack Stage 3 will be replaced by Mid-air Attack - Firestrike, consuming STA to attack the target and dealing Fusion DMG (considered Heavy Attack DMG).
This attack does not restore Wolflame. Consume 50 points of Wolflame to perform this attack and gain 1 point of Wolfaith.
Plunging Attack
Hold Normal Attack while airborne to perform a Plunging Attack at the cost of STA, dealing Fusion DMG. After performing this attack, press Normal Attack in time to perform Basic Attack Starfall.
If a Dodge is performed while casting Mid-air Attack Stage 3 or Mid-air Attack - Firestrike, press Normal Attack to perform Plunging Attack in time at the cost of STA.
Basic Attack - Starfall
Attack the target, dealing Fusion DMG.
Dodge Counter
Press Normal Attack after a successful Dodge to attack the target, dealing Fusion DMG.
Shewolf's Hunt
Lupa hurls her Wildfire Banner at the target, dealing Fusion DMG and restoring 15 points of Wolflame. Mark the target for 8s. After performing Resonance Skill Shewolf's Hunt, Lupa can perform Feral Fang within a certain period of time.
Can be performed in mid-air close to the ground.
Hold Resonance Skill to leap into the air, then press Normal Attack in time to cast Mid-air Attack Stage 1. Resonance Skill - Feral Fang
Lupa locks onto a target, dealing Fusion DMG and restoring 15 points of Wolflame. The DMG Multiplier to marked targets is increased by 50%. Resonance Skill - Feral Fang enters cooldown if not cast in time or when Lupa is switched out.
Can be performed in mid-air close to the ground.
Fire-Kissed Glory
Attack the target and deal Fusion DMG. Performing this attack consumes all Wolfaith and restores 100 points of Wolflame. Use Basic Attack or Resonance Skill in time to cast Resonance Skill Foebreaker.
Can be performed in mid-air close to the ground.
Performing this skill strengthens all Resonators in the team. Within 35s:
All Resonators in the team gain Pack Hunt effect.
If the active Resonator is hit or launched into the air, they immediately recover and are considered to have successfully dodged the attack when they are on the ground. Can be triggered up to 3 times.
Pack Hunt
Resonators with Pack Hunt gain a 6% ATK increase, and 10% Fusion DMG Bonus when they attack Overlord Class or Calamity Class targets (Both are non-stackable). If there are 3 Fusion Resonators in the team, the Fusion DMG Bonus against Overlord Class or Calamity Class targets additionally increases by 10%. When the active Resonator casts Intro Skill, Pack Hunt is enhanced, granting an additional 6% ATK increase to all Resonators in the team, up to a maximum of 18%.
If Lupa's Pack Hunt reaches its cap within its duration, she enters Wild Hunt and Intro Skill Nowhere to Run! becomes available. Wild Hunt can be triggered once per Pack Hunt.
Resonance Skill - Foebreaker
Consume all Wolflame to perform Foebreaker, dealing Fusion DMG and entering Burning Matchpoint state.
Burning Matchpoint
Normal Attacks restore 500% more Wolflame on hit. Cannot perform Resonance Skill Shewolf's Hunt and Resonance Skill Feral Fang in this state.
Ignis Lupa
Wildfire Banner
Lupa's ATK is increased by 12% for 8s when performing the following actions:
Casting Resonance Skill Feral Fang.
Casting Heavy Attack - Wolf's Gnawing, Heavy Attack - Wolf's Claw, or Mid-air Attack - Firestrike.
Casting Resonance Liberation Fire-Kissed Glory.
Casting Dance With the Wolf and Dance With the Wolf: Climax.
Resonance Skill - Dance With the Wolf
When Wolfaith reaches 2 points, Resonance Skill is replaced with Dance With the Wolf. Performing Dance With the Wolf consumes all Wolfaith, dealing Fusion DMG (considered Resonance Liberation DMG).
Can be performed in mid-air close to the ground.
Resonance Skill - Dance With the Wolf: Climax
When Wolfaith reaches 2 points in the Burning Matchpoint state, Resonance Skill is replaced with Dance With the Wolf: Climax. Performing Dance With the Wolf: Climax consumes all Wolfaith, dealing Fusion DMG (considered Resonance Liberation DMG). Burning Matchpoint is removed when the skill ends.
Can be performed in mid-air close to the ground.
Resonance Skill - Set the Arena Ablaze
Within 8s after performing Dance With the Wolf or Dance With the Wolf: Climax, Lupa will remain on the field after switching to another Resonator and back up the active Resonator when they perform Resonance Liberation, dealing Fusion DMG (considered Resonance Skill DMG). This effect can only be triggered once in its duration.
Wolflame
Lupa can hold up to 100 points of Wolflame.
Restore Wolflame when Normal Attacks hit the target.
Restore Wolflame while casting Resonance Skill.
Restore Wolflame while casting Resonance Liberation.
Wolfaith
Lupa can hold up to 2 points of Wolfaith.
Wolfaith lasts for 10s. The duration is reset when Wolfaith is restored. At the end of its duration, each remaining point of Wolfaith becomes 50 points of Wolflame.
Restore 1 point of Wolfaith when casting Heavy Attack - Wolf's Gnawing, Heavy Attack - Wolf's Claw, or Mid-air Attack - Firestrike.
Remember My Name
After dashing for 2.5s, Lupa enters Sprint state. The next Basic Attack is replaced with Basic Attack - Starfall.
Gain increased resistance to interruptions while casting Heavy Attack - Wolf's Gnawing, Heavy Attack - Wolf's Claw, and Mid-air Attack - Firestrike.
Applause of Victory
Defeating a marked target resets the cooldown of Resonance Skill Shewolf's Hunt.
Resonance Liberation - Glory
Casting Resonance Liberation Fire-Kissed Glory grants Glory. Within 35s:
Attacks of all Resonators in the team ignore 3% of the target's Fusion RES. For each Fusion Resonator in the team other than Lupa, this effect increases by 3%, up to the maximum of 9%. When there are 3 Fusion Resonators in the team, Resonators' attacks further ignore 6% Fusion RES.
Try Focusing, Eh?
Attack the target, dealing Fusion DMG. Press Normal Attack following Intro Skill Try Focusing, Eh? to cast Mid-air Attack Stage 3.
Nowhere to Run!
When Lupa enters the Wild Hunt state, her next Intro Skill is replaced with Nowhere to Run!. Casting Nowhere to Run! removes the Pack Hunt and Glory effects on all Resonators in the team, dealing Fusion DMG (considered Resonance Liberation DMG).
Stand by Me, Warrior
The incoming Resonator will have their Fusion DMG Amplified by 20% and Basic Attack DMG Amplified by 25% for 14s or until the Resonator is switched out.
Sequence Node 1
Performing Resonance Liberation Fire-Kissed Glory recovers 10 Concerto Energy for Lupa and increases Lupa's Crit. Rate by 20% for 10s.
Gain immunity to interruption when casting Dance With the Wolf: Climax.
Sequence Node 2
Performing Fire-Kissed Glory, Heavy Attack - Wolf's Gnawing, Heavy Attack - Wolf's Claw, or Mid-air Attack - Firestrike gives 20% Fusion DMG Bonus to all Resonators in the team for 30s, stacking up to 2 times.
Sequence Node 3
The DMG Multiplier of Intro Skill Nowhere to Run! increases by 100%.
The Pack Hunt effect of Resonance Liberation now no longer requires 3 Fusion Resonators
The Glory effect of Resonance Liberation is now modified as: Casting Resonance Liberation Fire-Kissed Glory additionally grants Glory: Resonators in the team ignore 15% Fusion RES of targets for 35s.
Sequence Node 4
The DMG Multiplier of Dance With the Wolf: Climax increases by 125%.
Sequence Node 5
Performing Intro Skill Try Focusing, Eh? or Nowhere to Run! gives 15% Resonance Liberation DMG Bonus for 10s.
Sequence Node 6
The damage dealt by Forte Circuit Dance With the Wolf: Climax, Resonance Liberation Fire-Kissed Glory, and Intro Skill Nowhere to Run! ignores 30% of the target's DEF.
Resonance Skill Feral Fang restores 100 points of Wolflame on hit, triggered once per 20s.
Forte Circuit Dance With the Wolf is replaced with Dance With the Wolf: Climax. Dance With the Wolf: Climax can be performed when Lupa is not in Burning Matchpoint state.
Casting Intro Skill Nowhere to Run! no longer ends Pack Hunt and Glory.
While the source of the materials can be quickly found in the game, when it comes Bloodleaf Viburnum you will have to gather them from the map. Check our Interactive map to find them quickly:

Review
Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.
The enabler to an entire archetype, being Mono Fusion - as long as more general Fusion damage dealers release, she’ll always get teammate upgrades;
Can be ran in both the 2nd and 3rd slot depending on her team thanks to her great Outro buff;
Super quickswap-friendly. Big ceiling for optimization.
Pretty much locked into Mono Fusion exclusively (in terms of Basic DMG buffing, you’re better off running Sanhua);
Has a 3x auto-dodge effect, which sounds good on paper but can definitely ruin some team rotations (for example when Brant’s Anchor gets interrupted because of it);
Not Best in Slot in any teams since 2.x (can get close via her Quickswap ceiling though, so this con is negated for the most expert players).
Lupa is a 5-star Fusion Broadblade buffer who created the entire team archetype of Mono Fusion. The majority of her most important buffs require you to run an all-Fusion party, being the only character where, in a game where elements don’t matter much outside of temporary endgame buffs/enemy element resistances, she’s a unique and standalone character. This has created a very unique meta niche for Lupa, where the more Fusion characters release, the better she becomes over time.
The most important element of Lupa’s kit is her Ultimate. A notable aspect about it is it operates on a 20-second cooldown (unlike most characters at 25s), and that’s important because it’s the starter to all of her rotations.
When Lupa casts her Ultimate, it deals a good chunk of Fusion DMG and it directly interacts with her 2 Forte Circuit resources: “Wolfaith” and “Wolflame”. Let’s list their properties and what they’re used for:
Lupa can store up to 100 Wolflame and 2 Wolfaith. Both are indicated by her Forte gauge, separated in two halves: Wolfaith is represented by a couple of wolf heads generated after certain actions, and Wolflame is the red bar that progressively fills up after certain actions;
Wolflame is restored after using Basic Attacks, Skill and Ultimate. Wolflame is fully restored when casting Ultimate, and she’ll restore this bar once more through her Mid-Air Attacks;
Wolfaith is restored after using certain attacks that also consume 50 Wolflame (one half of her bar), including Lupa’s Mid-air Attack 3 (called Firestrike) and Lupa’s Enhanced Heavy Attack;
2 Wolfaith can be consumed to cast Lupa’s Climax skill, generating a huge amount of Concerto and dealing a good burst of damage before ending her rotation.
Now, finally going back to Lupa’s Ultimate. It gives the following buffs for 35s:
Pack Hunt: All characters in the team get 6% increased ATK against all targets and 10% Fusion DMG Bonus against boss enemies. It can be enhanced twice, after casting 2 characters’ Intro Skills (where it becomes 12 to 18% ATK increase), and if the party is exclusively composed of Fusion characters, it becomes 20% Fusion DMG Bonus instead.
Additionally, if 2 other characters’ Intros have been cast while in Pack Hunt, Lupa’s next Intro will be enhanced to deal a much higher amount of damage than her regular Intro, while being very slightly faster.
Glory: Attacks of all characters in the team ignore 3-6-15% of the enemy’s Fusion RES based on how many Fusion characters there are in the party (15% at full team). This is the biggest reason why Lupa wants to run Mono Fusion teams.
Due to the nature of their 35s duration, Pack Hunt and Glory can be considered as permanently active since full team rotations will never last longer. However, they will be reset when Lupa enters her next rotation due to casting her enhanced Intro.
Using Ultimate also allows Lupa to cast a special Skill called “Foebreaker” by pressing Basic Attack or Skill shortly after her Ultimate cast. This sends her up in the air and deals a good chunk of damage, setting herself up nicely for her Mid-Air Attacks, and consumes Wolflame fully but increases Wolflame generation by 500% (a buff that’s basically necessary for her rotations, since it’s necessary to cast this Skill before casting her Climax one).
After her full Mid-air Attack chain, Lupa then restores her Wolflame bar once more on top of 1 Wolfaith, and unlocks an enhanced Heavy Attack (pressing Basic Attack will still perform it outside of Quickswap though) called Wolf’s Claw. It’s responsible for generating her second Wolfaith stack. This enables us to cast her Climax Forte Skill.
This will generally end her rotation as it will generate enough Concerto Energy to activate her Outro, which amplifies the next character’s Fusion and Basic DMG by 20% and 25% respectively for 14s, expiring upon Swap.
It should be noted however, that without the Concerto Energy from casting an Intro Skill, Lupa will lack Concerto Energy to end her rotation after her Forte Enhanced Skill. In this case, Lupa needs extra Concerto due to not having an Intro available, so casting 1 of her 2 base Resonance Skills before beginning her rotation is perfectly acceptable.
Finally, Lupa can perform a pseudo-coordinated attack (not considered as one, but similar in the sense it happens automatically off-field) whenever other characters cast their Ultimate within 8s after using her Forte Enhanced Skill. It groups enemies in its centre after the Ultimate animation occurs while dealing some low damage. Due to the nature of Lupa’s Outro expiring on swap, outside of Quickswap teams only 1 instance of this attack will be activated, but 2 is possible via Quickswapping.
Finally, for some extra Fusion-related buffs, her Echo set Flaming Clawprint can give the team an extra 15%, and her Signature weapon an extra 24% if owned.
Lupa is one of the most unique characters because she has one of the more interesting teambuilding restrictions and buffing profiles in the game. She gives up to 59% Fusion DMG Bonus, 15% Fusion RES Ignore, 20% Fusion/25% Basic DMG Amplification, and up to 18% scaling ATK increase. All of this is party-wide aside from her Amplification buffs on her Outro that apply to the next character who Intros in. Fortunately for Lupa, only 6% ATK won’t be given to the Main DPS of the team if she runs in the second slot. Thanks to her 20% Fusion DMG Amplification on Outro with an extra 25% for Basic DMG dealers, you have the possibility to run Lupa in the 2nd slot alongside a generalist Support in the 3rd slot, and this allows explicit synergy with one of the characters who ended up being a huge buff to her meta notoriety, Mornye.
Indeed, Mornye is essentially just a Fusion version of Verina for teams that aren’t specifically revolving around Tune Rupture or Tune Strain. Considering Verina is a great generalist Support pick for F2P players that acts as a slightly weaker version of Shorekeeper, you end up pairing the equivalent of a good generalist Support with a good generalist secondary, being Lupa. Alongside a Fusion DPS, the two form a generalist Fusion buffing core that’s capable of benefitting any Fusion DPS now and in the future. She doesn’t even need her Signature weapon for this, while it does make her a bit stronger. The release of a strong permanent banner weapon in the form of Radiance Cleaver in 3.0 allows her to safely prove a good choice even at S0R0.
Lupa however doesn’t limit herself to this use case. On release, she was a fantastic final teammate to the Changli/Brant duo, in the third slot. This was expanded upon shortly after her release with Galbrena, alongside Brant or Changli once again. In the second slot, she was already a perfect fit for DPS Brant (in Quickswap) and Encore, whom she remains best in slot for today. And those teams remain perfectly capable of clearing Tower and Matrix given the right amount of investment and/or good enough gameplay, while they struggle in Whimpering Wastes inevitably.
Lupa’s only real issue is that she’s only ever a generalist enabling an engine revolving around her, not around the DPS characters that she’s paired with. In recent times, team compositions have started revolving around specific DPS character mechanics. To cite recent Fusion DPS characters, Aemeath revolves around Tune Rupture or Fusion Burst, and Jingran revolves around Shield stacking. Lupa forms their 2nd best teams, but never their best ones, as the best teams of those characters specialize in those mechanics. For example: Lynae or Denia for Aemeath lean into Tune Rupture or Fusion Burst, and Iuno leans into Shield stacking for Jingran. Lupa is only second to those options because she doesn’t specialize in those aspects. Still, her amazing generalist buffs allow her to be best in slot for Galbrena despite not leaning into Echo Skill damage or Echo Skill casts at all, and that’s quite the impressive feat. Her affinity for Quickswap, thanks to her many generous Swap Cancel windows, also allow her to shine for the most experienced players, even in teams like Aemeath’s where you’d expect the best options to far exceed her, but that turns out to not be the case in the slightest for the players most willing to optimize.
In conclusion, Lupa is the enabler to an entire engine by herself, thanks to her amazing generalist buffing capabilities. She has many teams she can play in, thanks to her buffs being fully triggered under rather lenient conditions. Any Fusion DPS can make use of Lupa’s generalist Fusion buffs, and that means she is likely to stay relevant in the meta as long as Fusion damage dealers release. She’s unlikely to be best in slot in any future meta teams, however she will always be a strong alternative option that’s likely to allow players to skip limited teammates they don’t want to/can’t get for their future Fusion DPS characters, particularly for those willing to optimize her through Quickswap. This makes her a good character in the meta to this day, while not being at the very top of the best teams.
Build
The percentages show the performance of the weapon based on calculations, but in some cases, some weapons might provide additional QOL that can't be quantified and it would push that weapon ahead of others in the priority (and in those cases, we would put that weapon higher).
Lupa calculations were done using added buffs from the following teammates:
Trailblazing Star
Halo of Starry Radiance
100.00%
87.80%
87.30%
85.40%
84.10%
83.60%
78.10%
75.40%
74.00%
72.30%
68.90%
66.60%
100.00%
Increases Fusion DMG Bonus by 10% unconditionally and gives all party members 15% Fusion DMG Bonus when casting Ultimate on top of giving the equipper 20% Liberation DMG Bonus, all of these effects lasting 35s (which means they can be permanently applicable if maintained). Lupa's dedicated Echo set is expectedly her best thanks to its ability to increase her primary damage type immediately as she uses her Resonance Liberation at the beginning of her rotation, all the while providing a party-wide Fusion DMG Bonus increase as she typically is paired with a Fusion DPS, which offers the best mix of damage increase to herself and supportive capabilities for her teammates.
Below you can find Main Echo options:
Substats: Energy Regen (Until Satisfied) > CRIT Rate = CRIT DMG > ATK% > ATK > Liberation ATK DMG%
All recommended endgame stats portray a fairly good quality endgame build as a goal to aim for on most characters. However, don’t treat this as an end-all-be-all, and more of a suggestion.
All stat recommendations are given at S0 for 5-stars, S6 for 4-stars, and free characters (unless specified otherwise), based on total stats in the in-game stat-screen with the character out of combat but also active in the party (and hence some buffs may or may not apply). Any other precision may be directly specified. If not specified, Energy Regen requirements are estimated in the character’s best team.
HP: 16000+
DEF: 1100+
ATK: 1800-2500+
CRIT Rate: 65-80%+
CRIT DMG: 215-260%+
Energy Regen: 115-130%+
Lower end was estimated in a team with Changli+Brant, higher end was estimated in a team with Encore+Shorekeeper.
Fusion DMG Bonus: 50-80%+
Below you can find the order of leveling the abilities for Lupa.
Res. Liberation
Intro Skill
Forte Circuit
Basic Attack
Res. Skill
Skill can be skipped when levelling to save on resources at a minimal damage loss.
Gameplay and teams
Lupa’s key rotation goal is to cast her enhanced Skill, Dance with the Wolf - Climax as quickly as possible. By the time she activates this Skill, she’ll have performed enough in her rotation to activate the full extent of her buffs - besides, it gives so much Concerto you’d want to build towards it anyway. To do so, Lupa has a pretty straightforward route, as follows:
Lupa can cast Lioness of Glory at any point in her rotation after her final Mid-Air Attack has been cast (to ensure all her self-buffs are up).
This is the rotation Lupa will use when an Intro isn’t available. Unlike the loop rotation, we don't interrupt Wolf’s Claw because we need the full concerto from it in order to rotate properly.
Skill: Shewolf's Hunt (Cancel animation endlag via Ultimate)
Ultimate
Basic: Foebreaker
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic: Mid-air Attack: Firestrike
Basic: Wolf's Claw
Skill: Dance With the Wolf: Climax
Outro
This rotation can be used with either of Lupa’s Intros (the unenhanced Intro will be very slightly slower and deal slightly less damage, used in Lupa + Mornye compositions mostly). Thanks to the extra Concerto from the Intro, we can build a little extra through her Skill and interrupt Wolf’s Claw to speed it up, like so:
Intro: Nowhere to Run
Skill: Shewolf's Hunt (Cancel animation endlag via Ultimate)
Ultimate
Basic: Foebreaker
Basic: Mid-air Attack 1
Basic: Mid-air Attack 2
Basic: Mid-air Attack: Firestrike
Basic: Wolf's Claw (Instantly interrupt via Jump)
Jump (Instantly interrupt via Skill)
Skill: Dance With the Wolf: Climax
Outro
A major amount of Lupa’s skills each take around a second or more to cast, which means you’re completely free to swap in and out of these skills with little to no consequences on field time. Your team’s rotation can in fact benefit if you can pull off productive actions during Lupa’s own field time, since Lupa’s damage is mostly concentrated in her Intro and Ultimate which happen immediately in her rotation. Outro buffs that expire on Swap, like Changli’s, hence aren’t a big deal for Lupa to lose.
The abilities that make for reasonable swap windows throughout her rotations include the following:
Basic: Foebreaker
Mid-Air Attack 2
Mid-Air Attack: Firestrike
Basic: Wolf’s Claw (Can also be triggered through Heavy if needed in some Quickswap rotations)
Skill: Dance With the Wolf - Climax
With a more quickswap-oriented playstyle, it’s important is to ensure her Outro buffs your character’s heavy-hitting attacks. Lupa needs to buff Aemeath/Galbrena (in Demon Hypostasis)/Jingran/Encore’s entire rotations, while Brant is fine only having his Anchor Forte Skills buffed, and Changli’s the same with the end of her rotation that goes Forte Heavy-Ultimate-Forte Heavy.
It’s also worth noting you will be in mid-air after swapping out of Mid-Air Attack 2 and/or Firestrike, so you must plan your other characters’ abilities accordingly. However, worry not about continuing Lupa’s Mid-Air Attack chain as any progress made in the chain will not reset if interrupted by a swap or enemy attack, for example.
Team #1: Best Team
Jingran should be Outro buffed by Mortefi using the Stonewall Bracer main Echo on Moonlit Clouds to make his best team, while Lupa should Outro buff both Aemeath and Galbrena for their best teams. All work with Lupa and Mornye (who can run the Spacetrek Explorer main Echo in Jingran teams), while Denia is exclusive to Aemeath in Fusion Burst mode, with Lupa running a Moonlit Clouds 5P set and Denia running a 5P Flaming Clawprint instead.
Team #2: Classic Mono Fusion
Team #3: Chixia Best Team
Team #4: Encore F2P Team
Rotate with Lupa first with Chixia, else rotate with Shorekeeper first.
Calculations