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Rosetta v Hinata

Rosetta v Hinata

July 7, 2025

·

Info / Data

Both teams can clear end game content (Unknown Nova Rush / Alt Unknown Rush).

Rosetta Team

The Good Things

  • Fixed
    • 7×6
    • 15sec move time

  • Looping / No downtime
    • Max of 234b damage (if all dark sub attribute equipped) every turn
      • ranging to equipless = 156b damage
    • Unlock + bicolor board every turn
    • Break shield

  • Longevity
    • is a Gungho in-house unit, so expect collab routine runs and buffs

  • Over healing
    • Multiple units with Enhanced RCV+
      • Alongside the fact that team HP of 1x and
      • Bicolor with heart every turn

The Bad Things

  • Dual Black Rose is still 1x HP, so you’re still prone to HP checks.
    (UN Rush Fl 2 – Dark Fagan death (delay 2) and then into Fl 3 – 200k preemptive, no LS shield)

  • In 5×4, sometimes you end with 5 dark orbs of 6 needed for LS shield.

  • Sometimes a delay preemptive + bad board can end a run
    • but as a 7×6 lead she has better odds of rolling 6 dark naturally
    • or if you know delay is coming you can preemptively save some orbs / stall skill usage

  • [Awoken Bind] + [Unmatchable] + [HP debuff clear]
    All share the same 5-turn cooldown
    • some instances you can stall the awoken bind through the LS shields
      (Alt UN Rush Fl 2 – Fagan Awoken Bind)
    • some instances require you to use the active in order to stay alive and then stall that current floor in order to have the same active ready for the following floors.
      Have to note that the team can one shot most spawns, so stalling last second may be problematic.
      (UN Rush Fl 2 – Dark Fagan Super Res 50 Awoken Bind, into Fl 5 Agito Dios Dark unmatchable).

  • [5×4 clear] + [Pierce Damage Void] + [Void Damage Absorb]
    All share the same 4-turn cooldown
    Fixing [5×4] takes priority since you can end up with a 5 dark orb board with Rosetta active on [5×4].
    Sometimes it’s just not possible since you just used the [Void Damage Absorb] for the previous floor’s Super Resolve mechanic.
    (UN Rush Fl 4 – Mech Zeus Damage Absorb, into Fl 5 Agito Dios 5×4 board).

  • [Attribute Absorb void] and [Active Shield]
    Both share the same same 5-turn cooldown
    • In like 99% cases, the shield has priority over the need of Attribute Absorb void, so you can just use it whenever it is up.
      • When you actually do need attribute absorb, you can stall to the next shield loop, but its a feels bad moment.

The Iffy Things

  • Perfect active to create a heart L every turn, but only has 1 unit that carries heart L.

  • Minus 13b of damage from 234b for every non-dark equip if you want to switch it up.

  • Doesn’t have ATK debuff overwrite
    (at the moment it doesn’t matter 80×80 over 3x10c++ still slaps).

  • Need to learn Zeroag 0c 7×6 solve.


  • Skyfall 3rd dark combo pretty often when trying to stall, I know its not just me stare.

Conclusion

The team can one shot like 98% of the floors in the game, but have to deal with the nuance of the multipurpose utility subs.

  • If you used Phyllis, it’s best to stall until she is back up again for the next floor if running blind, but usually what happens is: you don’t have 6 orbs naturally, so you use Rosetta and end up killing the spawn anyways.

  • Use Kyori shield whenever it’s up unless you know BOTH that you can tank it without + you know an attribute absorb is coming and Kyori’s effect would be on its downtime if used now.

  • Rose transforms with Haste 2->Delay 3->Regular Ability, which means the other 3 subs need to have a mix equips of Haste +2/+3/+4 in order to get them to transform turn 1. Rosetta has delay but not every FL1 is affected by it. The equip it should also have dark sub attribute to maximize on damage. These requirements make it strict to optimize the team, but you can make do without the sub-attribute and test it yourself since the full damage shouldn’t be necessary for anything not the end game.

  • The thing that really sucks is the combination of the skills, like Dahlia HP overwrite means no Awoken Clear for 5 turns, Muscari Damage Absorb used now means no immediate fix for 5×4 board next turn, or Kyori’s Attribute Absorb / Shield uptime – though to a lesser degree.

Transform Notes:
In my team specifically, the order is
Black Rose (A) Transform+2 > Black Rose (B)+2 > Black Rose (C)+2
then Dahlia Assist+3 > Black Rose (A) Delay > Kyori Assist+3 > Black Rose (B) Delay > Black Rose (C) Delay
then Muscari Assist+3 > Black Rose (A) Regular Active.


Hinata

The Good Things

  • Playstyle
    • Requires 3 skills used per turn for 250x ATK.

    • 7CD haste team with 2 unique units with 1 and 3/1 cooldowns. (Hinata and Hinata&Kageyama)
      • Option A
        Hina1 > Kageyama Haste +1 > Hina2
        • Damage is being doing by Kageyama’s adjacent(s).
      • Option B
        Hina1 > H&K1 > other Haste +1 > Hina2 > H&K2
        • Damage is being done by H&K.

    • Use Hinata (4 SDR) 2nd ability before moving floors so you have the dark orb active ready in the event a delay preemptive comes.

  • Looping / No downtime (Hinata)
    • Pierce Damage Void
    • Break shield
    • Unlock, Dark Row top + Heart Row bottom
    • Unmatchable clear 5 turns
    • ATK Buff – Physical x2 (overwrite debuffs)

  • Looping / Every other turn (H&K) (Kageyama x2)
    • HP 1.2x 1 turn
    • 7×6 board 1 turn
    • Move time 1.2x 1 turn
    • Awoken Bind Clear

  • Minimal movement 10c
    • Splitting Hinata’s top row dark into 2, with the bottom row already being heal is a 3c.
      Both leads +7c total with 2 dark match = Quick 10c.

  • Skill Delay instead of Lead Swap Latent
    • Don’t really need lead swap latent for Hinata since all the units are usable dark combo leads.
    • Hinata should get at least 4 SDR since the team damage is dependent on his 1CD loop, and we need to guarantee consistency on the 6 dark, 6 heals at the start of each solve.

  • Less effective shield than Rosetta x Rosetta (she has additional 81% shield instead of 50%)
    but makes up for it in 2.6 HP / 6 RCV + every unit having L shield.
    Makes surviving preemptives bearable without micro-managing Team HP+ equips.

  • 250(x2) x 55 > 80 x 80
    Hinata at face value is a 250x but also loops a x2 to PHYS buff.

The Bad Things

  • Every turn feels like forever.
    Also, it’s easy to forget to use the second ability of Hina or H&K after the haste.

  • In 5×4, sometimes you can get 5 dark orbs of 6 needed for LS shield after Hinata.
    50% chance it’s a turn you have H&K ready to address it, OR you could just plan a 1 stray dark orb in the middle section prior to the 5×4 move.

  • When an enemy uses a move time debuff, 50% chance you have to deal with it (if HK in not up in rotation).

  • Whale af, you have the whole team, or you don’t.

The Iffy Things

  • Damage is clunky since it isn’t consistent, but the huge numbers make up for it.

    • Option A (H&K) – [When you use Asahi or Daichi as the haster]
      • Team does ~(2.147 x3 x5) = 32.2b damage
      • H&K does 45b x3 = 135b
        • Total > 167.2b

    • Option B (Kageyama Lead) [as haster]
      • Team does ~(2.147 x3 x5) = 32.2b
      • Adjacent Sub does 40b x3 = 120b
        • Total > 152.2b

    • Option C (Kageyama Sub) [as haster]
      • Team does ~(2.147 x3 x4) = 25.7b
      • Adjacent Subs do 40b x3 x2 = 240b
        • Total > 265.7b

  • For reference, an optimized Rosetta consistently pumps 234b a turn.
    Note: Latents cap are not included in team math, and Daichi doesn’t do damage most of the time.
    So, the numbers are a gauge.

  • Daichi doesn’t have damage awakenings, so his equip’s sub-attribute awakening doesn’t really matter.
    Just make sure you slot him in a place NOT adjacent to a Kageyama.

  • Sometimes there will be a turn where you need the attribute/damage absorb and you will need to stall.
    It’s less dangerous with this team than Rosetta, but it takes longer since you have to haste loop, and that also is a feels bad moment, but not too bad.

Conclusion

What it lacks in consistent damage it makes up for in survivability.

There are 3 very vital unique things to point out:

  1. Hinata&Kageyama is optimized in this team and used every other turn
    Active 1: 1.2x HP, 1.2x Move time, 7×6 board, board to
    Active 2: Break shield + 45b cap + self ATK boost

    Those cracked skills on a 3/1 turn CD is the most “f your debuffs, I’m doing my own thing” in the game. It almost feels as good as the middle finger you do when you Sora a HP debuff and VAthena auto heal.

    No cap this is what I’d imagine a domain expansion skill should do.



    HP debuff overwrites are typically actives that are sitting waiting to be used on demand on teams using (Sora) or (Phyllis), which have a long 5 turn CD, and you lose out on the other active effects if you need it on the upcoming floors.
    The fact that H&K have it up every other turn means you get use slap 1.2x HP around sparingly.

    The [7×6] effect, which most teams historically do not have generally solution for (Conan, Themis, Sakamoto, Adraglend [doesn’t really need, but still], Omnimon), and even if they did the same opportunity costs takes place where you have to wait for the CD, lose out on the extra effects if not needed, or worse – you had to sub out a unit for another to deal with the 7×6.

    And on the other hand, you have access to another break shield active, making it possible to break 2 shields in the same turn without messing up the cycle. There are few dungeons/floors that actually make use of this and require timing – but it’s the first to be able to do this without disrupting the active skill flow. It’s great for vs Greg’s 6 shields or potentially any new boss that uses shields.
  2. Kageyama being up every other turn as well means that you can run a dungeon blindly and an awoken bind only has 50% chance to kill you now (or you can stall the 1 turn through Awoken Bind – this is really only iffy at end game dungeons).

  3. Hinata being up every turn, twice – means you never worry about timing the unmatchable orbs skill – Unless its more than 5 turns AND is Dark, which is rare? or non-existent atm.

    VDP looping, ATK buff, and the orb generation is also important, but those usually are already considered in other end game teams, so it’s not what makes this team unique.

Note:
In my team specifically, the order is
Daichi (self or equip) > Asahi (self or equip) > H&K equip > Kage Lead Transform > Kage Sub Transform
then H&K1 > Daichi > H&K2 > Hinata Transform.
With this setup, H&K will do the damage that first turn, and the following floor you can start the cycle with either HK damage or Kage damage.


Other Notes

Rosetta’s damage cycles 234b>234b>234b
Hinata’s damage cycles 167b>152b>167b>265b

HP Scaling:
<100b HP – UN Rush and Alt UN Rush – Floors 1-8

UN Rush Bosses HP

  • 150b – Fire Byakurenko
  • 150b – Water Senkyo
  • 150b – Wood Shen
  • 400b – Dark Zenchoga
  • 500b – Light Greg

Alt UN Rush Bosses HP

  • 225b – Fire Byakurenko
  • 225b – Water Senkyo
  • 225b – Wood Shen
  • 500b – Dark Zenchoga
  • 600b – Light Greg

All have Super Resolve 50, so one-shotting isn’t an option anyways.


Is a newbie Hinata x Kageyama team End Game Ready?

Made a couple of new accounts and rolled the 100-ish free stones you get in the inbox immediately for skipping the tutorial. Basically, I kept rerolling this until I got something decent and ended up with one account with 2 Kageyama, and the other one I with 1 Hinata and 1 Kageyama. I was able to roll the rest of the team with the extra stones story dungeons gives, and some of the monthly quests (the other 3 subs are regular rarity drops), and for H&K if I didn’t have it by then, traded for it.

Basically, I am able to run the template Hinata team with the SB+ badge without the need of the assists and am still able to capture most of the benefits from my end game account without $$.

Damage cycle went from 167b>152b>167b>265b

to 113b>141b>113b>179b
  • Option A (H&K) – [When you use Asahi or Daichi as the haster]
    • Team does ~(2.147 x2 x5) + Asahi 2.147= 23.6b
    • H&K does 45b x2 = 90b
      • Total > 113.6b
  • Option B (Kageyama Lead) [as haster]
    • Team does ~(2.147 x2 x5) = 21.4b
    • Adjacent Sub does 40b x3 = 120b
      • Total > 141.4b
  • Option C (Kageyama Sub) [as haster]
    • Team does ~(2.147 x2 x4) + Asahi 2.147 = 19.3b
    • Adjacent Subs do 40b x2 x2 = 160b
      • Total > 179.3b

which is still insane for a fresh account, needing only 5 units with no assist.

Since damage is spread out, we can prioritize the dark sub attribute equips in the optimal order when we get them
1. H&K >
2. Hinata >
3. Kageyama (Doesn’t get affected by cap active cycle)

Just last month we were scrambling for Pauleu, which caps out to 180b with a fully light assist decked out team. Adraglend numbers would be 160b considering 2 VNoah.

Not to mention that they do not have solid stables for addressing 5×4 either.


So whats more fun?

Personally, I like Hinata x Kageyama more for the HP bulkiness, but the lack of [Drop Rate Multiplier] definitely shows its effectiveness (or lack of) in UN Rush and AUN Rush, where the drop variance is great.

For Hinata, very special that HP/5×4 fix/Awoken/Unmatchable are in a consistent rotation alongside the eHP, it would be hard to actually die unless it’s really an end game dungeon, meant to be done without mistakes, or one of those collab-unit boosted ones (lame).

Most teams as of now solve those hazards with on-demand units.

For Rose
5×4 preemptive after using Muscari…

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eschamali

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