User:Lewdacriz
A Guide On How to Make L'Antica Dance[edit | edit source]
Dance L'Antica is one of the oldest teams around, and with many new cards coming in over the past 3 years, their gameplan has continued to evolve (mostly for the worse). This guide attempts to deeply sort out the ways on how to build a Dantica team for Grade Fes whether through the use of SSR and SR cards.
Follow this guide to make the "Cool Kei Vocal (lol) Unit" into a "Cool Kei Dance (lol) Unit."
L'Antica Gimmick[edit | edit source]
L'Antica as a unit involves a gameplay of controlling their current mental to reach certain bounds to activate strong passives achieved through the use of mental drop appeals or drawing damage onto themselves. Their tactics also involve reducing and/or stalling out rival units' appeal damage by lowering judge Interest or forcing rival units to retire completely by applying Melancholy (percent-based mental damage per round).
Currently, Dance L'Antica (Dantica) adds to the general plan through the use of passives that require a high max mental to activate and sometimes in addition to low current mental. This usually emphasizes the importance of appeals that drop mental by very large amounts more than ever.
Dantica Pros[edit | edit source]
- Has 6 lim SSR idols to consider for the center slot
- Center slot dictates the gameplan and method of approach to building.
- Relatively easy to make compared to other units. They have a decent collection of permanent cards to acquire and use.
- Plus Appeals are made available to this unit to help score points that are otherwise not attainable through Link Appeals.
Dantica Cons[edit | edit source]
- No available produce dance card with a memory gauge boost on appeal or as a passive.
- Strict requirement in needing low mental and even low attention to maximize damage if you're running appeals that scale off of lower mental.
- 5-member unit makes Link Appeal difficult to pull off.
- No Dance Duet to make this 5-member unit Link Appeal sooner.
- Because judge damage depends on Grade Fes Level, it can be cumbersome to keep building teams for the appropriate mental.
- In need of more appeals that substantially reduce mental. (ie: -50%, -60%, etc)
- In need of an appeal that drops mental AND effectively lower interest to have a more consistent gameplan.
- They may be workable but the unit is still not fully realized to tie everything together.
- Playing passive with stall may not suppress rival damage enough for you to overturn with a Turn 5 burst.
- Very high cost to invest in for the reward they can currently achieve.
- A lot of their lims are outdated for the current meta, as 6x memory appeal or 5x AOE asks for a lot more from the player.
Mental Drop Appeals[edit | edit source]
Availability | Amount Reduced | Appeal Type | Card | Remarks |
---|---|---|---|---|
Limited | -20%/-30% | Da/Vi | P-SSR2 Kogane | Use when nothing else is available. |
Limited | -30% | Da | P-SSR6 Kogane | Very good to have. Buff scales off of high mental consumption. |
Limited | -30%/-30% | VoDa | P-SSR8 Kogane | Very good to have. Dance appeal gives -50% attention too. |
Permanent | -30%/-60% | Da/Vo | P-SSR8 Mamimi | Use when P-SSR5 Mamimi isn't at 4* |
Permanent | -20%/-60% | Vi/Da | P-SSR5 Mamimi | Essential. |
Limited | -30% | Da | S-SSR4 Mamimi | Good to have. |
Limited | -20%/-25% | Da | P-SSR7 Sakuya | Essential. The mental cuts are rather low,
but the main appeal of this card is for offense. |
Permanent | -35%/-50% | Vi/Da | P-SSR1 Yuika | Essential when MLB P-SSR5 Mamimi is not available. But you can use both. |
Limited | -50% | Vo | P-SSR4 Yuika | Off-type appeal but has Dance Uncaps. |
Permanent | -40%/-40% | Vi/Da | P-SSR7 Yuika | Essential when MLB P-SSR5 Mamimi is not available. But you can use both.
Buff scales off of high mental consumption. |
Permanent | -50% | Vo | P-SR2 Yuika | Use when nothing else is available. |
Limited | -30% | Vo/Da/Vi | S-SSR8 Yuika | Good to have. Buff scales off of high mental consumption. |
Twilight Collection | -15%/-20% | Da | S-SSR10 Yuika | Essential. Used for passives rather than mental cuts, however. |
Permanent | -10%/-20% | Vo/Da | P-SR3 Kiriko | Use when nothing else is available. |
Core Stall Appeals[edit | edit source]
Availability | Card | Note |
---|---|---|
Permanent | S-SSR3 Mamimi | 2.5x Da + 0.3x Interest for 1 turn. |
Permanent | S-SSR10 Sakuya | 3x Da + 0.3x Interest for 1 turn. |
Permanent | S-SR3 Sakuya | 1x Da AOE + 0.7x Interest for 2 turns. |
Event | S-SSR7 Yuika | 1.2x-5x Da low-mental scaling appeal + 0.7x Interest for 3 turns. |
Limited | P-SSR4 Sakuya | 3.5x(5x) Vo + 0.5x Interest for 3 turns + 15%(25%) Gauge Boost. |
Limited | S-SSR8 Kogane | 3.5x Da + 1.5x Interest for 3 turns + Reverse Interest for 2 turns. |
Dantica Centers[edit | edit source]
The table below assumes that you will NOT be using the center idol's appeals on the 5th Turn.
It is assumed that you will instead perform that center idol's Link Memory Appeal.
Center idols activate their passives at the lowest priority, so this won't be reflected in the cons section.
Center Idol Evaluation[edit | edit source]
Availability | Center | Pros | Cons |
---|---|---|---|
Limited | P-SSR3 Yuika |
|
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Limited | P-SSR5 Kogane |
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Limited | P-SSR5 Kiriko |
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Limited | P-SSR6 Kogane |
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Limited | P-SSR7 Mamimi |
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Limited | P-SSR7 Sakuya |
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Permanent | P-SSR7 Yuika |
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Permanent | P-SSR8 Kogane |
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Permanent | P-SSR6 Sakuya |
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Permanent | P-SR4 Sakuya |
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Permanent | P-SR1 Sakuya |
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Permanent | P-SR3 Kiriko |
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Link Memory Appeal Scaling Multipliers[edit | edit source]
Only the limited dance cards will be considered. The attention floor is -50%.
The multiplier listed for P-SSR5 Kogane is a DaVi multiplier.
Mental Scaling | Attention Scaling | Card |
---|---|---|
No | Yes | P-SSR3 Yuika |
Yes | Yes | P-SSR5 Kogane |
Yes | No | P-SSR5 Kiriko |
Yes | No | P-SSR7 Mamimi |
Yes | Yes | P-SSR7 Sakuya |
Mental | P-SSR5 Kiriko | P-SSR7 Mamimi | P-SSR5 Kogane (-50% Attn) | P-SSR7 Sakuya (-50% Attn) |
---|---|---|---|---|
100% | 2.8x | 1.4x | 2.5x | 4.1x |
90% | 3.12x | 1.96x | 2.7x | 4.34x |
80% | 3.44x | 2.52x | 2.9x | 4.58x |
70% | 3.76x | 3.08x | 3.1x | 4.82x |
60% | 4.08x | 3.64x | 3.3x | 5.06x |
50% | 4.4x | 4.2x | 3.5x | 5.3x |
40% | 4.72x | 4.76x | 3.7x | 5.54x |
30% | 5.04x | 5.32x | 3.9x | 5.78x |
20% | 5.36x | 5.88x | 4.1x | 6.02x |
10% | 5.68x | 6.44x | 4.3x | 6.26x |
0% | 6x | 7x | 4.5x | 6.5x |
Attention | P-SSR3 Yuika |
---|---|
0% | 4.4x |
-20% | 5.04x |
-40% | 5.68x |
-50% | 6x |
Core Dantica Supports[edit | edit source]
Unlike TFD, GRAD, and LP, producing an idol in STEP is very easy, and you don't have to account for your support cards being the wrong idea, token, or proficiency. Below are standard supports used for optimal Dance L'Antica builds.
Twilight Collection.
It's the new toy for Dantica to play with. This card is similar to S-SSR6 Yuika such that its rainbow passive procs below the 65% mental mark; however you must be above 35% mental. This allows the team to be able to access strong passives after dropping mental by -40% with an appeal or by -30% while getting hit that same turn, yet limits the full potential of low mental scaling appeals. This card functions similarly to S-SSR8 Mamimi where its gold passive gives a 120% Da buff unconditionally for the team, which greatly helps with the lack of passive streams each turn. This is a MUST HAVE for optimal Dantica. Unfortunately, this card lacks a duet appeal.
S-SSR5 Kiriko[edit | edit source]
Limited.
Primarily used for her great room masteries and her very strong 150% Dance buff passive at below 35% Mental.
The reduced attention helps a lot for P-SSR3 Yuika appeals/link memory appeal and P-SSR5 Kogane link memory appeal.
The release of S-SSR10 Yuika makes this card not as attractive to use now.
Limited.
Not a particular great card by any means when it comes to passives, as Dantica can't take advantage of ignore interest passive to warrant its use. It's a good stat raising card and nothing else. It may have some use in the future, but it can be said to replace S-SSR5 Kiriko now that S-SSR10 Yuika is a thing.
S-SSR4 Mamimi[edit | edit source]
Limited.
Primarily used for her room masteries and her strong 100% Dance buff passive at below 50% Mental. Like Kiriko, the passive also reduces attention by the same amount (-20%) to help the appeals of the above mentioned produce cards.
S-SSR8 Kogane[edit | edit source]
Limited.
Currently the strongest dance support in the game due to a whopping 120% Dance buff with very lax activation requirements. Her room masteries are good too, and the Tension Mastery+ Mental support skill helps a lot with building the high mental needed (3000 Mental). The 4* appeal is incredible due to the Reverse Interest mechanic, but sadly not every Dantica team can make best use of the 1.5x Interest.
S-SSR6 Yuika[edit | edit source]
Permanent. She is mainly used in building for high mental Dantica teams due to her Unimas Mental skill.
But S-SSR6 Madoka is generally the better card if you must fit a permanent card in your support lineup.
S-SSR8 Yuika[edit | edit source]
Limited.
Has the same masteries as S-SSR5 Kiriko save for values and a Unimas SP. This card has Unimas Mental instead. Boasts 100% VoDaVi buffs (provided you have at least 3400 mental) and quadstat uncaps (VoDaViMe). Appeals work exactly like P-SR5 Kogane's MLB appeal with the added feature of Ignoring Interest, which helps against S-SSR8 Kogane.
Does not have a stamina recovery unlike S-SSR6 Yuika. Now outclassed by S-SSR10 Yuika.
Permanent. Has Unimas Mental and Unimas SP as well as Lv5 Stamina for the Dance Room.
It is currently the only card in the permanent pool that offers attention up passives off of a high mental threshold.
Limited. This card is similar to S-SSR6 Yuika such that it offers a good passive below the 65% mental mark; however you must be above 35% mental.
This allows the team to be able to access strong passives after dropping mental by -40% with an appeal or by -30% while getting hit that same turn.
This card also has Tension Mastery SP+, Dance Stay Mastery, and Lv7 Dance Stamina. It is arguable a generic card that can find its home in Dance L'Antica builds.
Misc Supports[edit | edit source]
Availability | Card | Role |
---|---|---|
Permanent | S-SSR8 Meguru | Unimas Stamina & Dance & Dance Room SP |
Permanent | S-SSR4 Kogane | Talk Show Mental |
Limited | S-SSR7 Sakuya | Unimas Dance & Dance Room SP |
Limited | S-SSR3 Yuika | Talk Show SP & Talk Show Stamina |
Event | S-SSR2 Kiriko | Dance Room Stamina |
Fes Shop (6/30/22 - 12/31/22) | S-SSR7 Kiriko | Dance Room SP & Room Mastery & Limit Up Da & Know-How Drop Up |
Permanent | S-SSR2 Chiyoko | Perfect Mastery & Radio Mastery Dance |
Limited | S-SSR2 Juri | Dance Room Da |
Limited | S-SSR6 Juri | Unimas Stamina & SP (to combo with Natsuha) & Dance SP |
Limited | S-SSR5 Natsuha | Dance Room SP & Stamina and Unimas SP |
Limited | S-SSR9 Chiyuki | Dance Room SP & Unimas Limit Up Da & Room Mastery & Dance Stamina |
Limited | S-SSR9 Tenka | Dance Room SP & Limit Up Da & Unimas SP & Excellent Boost |
Permanent | S-SSR2 Asahi | Dance Room SP & Dance Room Da |
Limited | S-SSR3 Asahi | Dance Room Limit Up Da & Stamina |
Twilight Collection | S-SSR7 Asahi | Room Mastery & Dance Room Limit Up & Stamina & Dance Stay |
Limited | S-SSR4 Fuyuko | Unimas SP & Dance Room Stamina & Limit Up Da |
Limited | S-SSR4 Toru | Unimas SP & Dance Room SP & Stamina |
Permanent | S-SSR6 Madoka | Dance Room Da & Stamina & TenMas SP & Room Mastery |
Classic (Critical Mental) Dantica[edit | edit source]
The objective of such a team is to mainly rely on Fes judges to reduce your mental low enough to trigger your passives and to reach critically low mental level. Higher max mental in this case makes your team too beefy to scratch where a judge attack may deal 10% of your health rather than 25%. By combining the use of Attention Up passives, strong mental drop appeals with already low mental, high judge damage, and even Melancholy, you can greatly boost the damage output from various low mental-scaling appeals. The most optimized teams eschew mental drop appeals in favor for just having enough mental to drop to below 5% before Turn 2. Critically low mental below 5% will also accelerate your gauge to full for potential Memory Appeal spam. Of course, running low mental is just asking you for your team to reach 0 Mental very quickly and without much control, but perhaps the risk is worth the effort?
Let's take a look at S-SSR4 Mamimi and P-SSR5 Mamimi mental drop appeals in a Fes environment to see why building for low enough mental is good.
Let's assume that each judge in this environment always target you for 200 damage each (600 damage total) every turn.
Turn | Mental | Mental % | Appeal | Event |
---|---|---|---|---|
Turn 3 | 2000/2000 | 100% | S-SSR4 Mamimi (-30% Mental + Perfect Appeal) | The mental drop appeal is performed BEFORE the judges all hit you. |
Turn 4 | 800/2000 | 40% | P-SSR5 Mamimi (-60% Mental + SLOW Appeal) | The mental drop appeal is performed AFTER the judges all hit you. |
Turn 5 | 80/2000 | 4% | P-SSR5 Kiriko (Good Link Memory Appeal) | 5.87x Dance Multiplier and retires all judges. |
Turn | Mental | Mental % | Appeal | Event |
---|---|---|---|---|
Turn 3 | 3400/3400 | 100% | S-SSR4 Mamimi (-30% Mental + Perfect Appeal) | The mental drop appeal is performed BEFORE the judges all hit you. |
Turn 4 | 1780/3400 | 52.3% | P-SSR5 Mamimi (-60% Mental + SLOW Appeal) | The mental drop appeal is performed AFTER the judges all hit you. |
Turn 5 | 472/3400 | 13.8% | P-SSR5 Kiriko (Good Link Memory Appeal) | 5.56x Dance Multiplier and all the judges survived and retired her. |
So it's best we build for low total Mental to help maximize these types of Link Memory Appeals!
P-SSR5 Kogane[edit | edit source]
Card | Notes |
---|---|
P-SSR6 Sakuya | Preferably use her Dance Appeal at Turn 1 to take advantage of buffs from the Natsuha passive. |
P-SSR3 Yuika | Alternative or possible early win condition or source of early burst damage at low mental. Has a Mental Damage Up Passive. |
P-SSR5 Mamimi | Your failsafe in maximizing your Link Memory Appeal damage or P-SSR3 Yuika damage. |
P-SSR5 Kiriko | Mainly used for 120% Dance passive and Melancholy. |
S-SSR4 Mamimi | Alternative means to reduce mental and attention. |
S-SSR5 Natsuha | Necessary for Attention Up passives at the turn start. |
Other Options | Notes |
---|---|
P-SSR4 Sakuya | Halves Interest for 2 turns & increases gauge. Best used Turn 1 but can't make use of Natsuha dance buffs. |
P-SSR7 Sakuya | Allows for Plus Effects to be used, and her AOEs don't scale. But her role as a buffer is very diminished in a low-mental team. |
P-SSR2 Yuika | Single-target appeal that scales off of low mental. Does not use attention scaling. |
S-SSR3 Mamimi | Having +100% Attention between 35% to 50% Mental can help draw damage. The appeal is useful too.
But it takes a considerable amount of lowered attention to make up for the +100% Attention. Use with caution. Even one passive trigger immensely drops the power of P-SSR3 Yuika and P-SSR5 Kogane. It might be more useful to use with P-SSR7 Sakuya in Dance Position. |
S-SSR2 Juri | Additional Mental Damage Up Passives may prove to be useful. Take caution. |
Sample Turn Order:
Turn 0 | S-SSR5 Natsuha (Attention Up) / P-SSR3 Yuika (Mental Damage Up) |
Turn 1 | P-SSR6 Sakuya |
Turn 2 | S-SSR4 Mamimi (-30% Mental & Attn) / P-SSR5 Kiriko |
Turn 3 | P-SSR5 Kiriko (Melancholy) / P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 4 | P-SSR3 Yuika |
Turn 5 | P-SSR5 Kogane (Link Memory Appeal) |
Turn 0 | S-SSR5 Natsuha (Attention Up) / P-SSR3 Yuika (Mental Damage Up) |
Turn 1 | P-SSR7 Sakuya (-20% Mental & Base Appeal Plus Effect -> 170% Da) |
Turn 2 | S-SSR4 Mamimi (-30% Mental & Attn) / P-SSR5 Kiriko |
Turn 3 | P-SSR5 Kiriko / P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 4 | P-SSR3 Yuika |
Turn 5 | P-SSR5 Kogane (Link Memory Appeal) |
P-SSR5 Kiriko[edit | edit source]
Card | Notes |
---|---|
S-SSR3 Yuika | This is a way to enable Kiriko's passives, and the Melancholy debuff will help boost the Link Memory Appeal damage a bit. |
P-SSR2 Kogane | The damage reduction may help you from activating certain passives too early. |
S-SSR5 Natsuha | Kiriko's Link Memory Appeal doesn't scale off of low attention, so this team can enjoy the < 75% Attention Buffs. |
S-SSR4 Mamimi | Using this appeal (Perfect Bar) in conjunction with attention up allows for more damage taken.
This is the advantage over P-SSR5 Mamimi's SLOW Dance Appeal in critical low mental Dantica. |
Other Options | Notes |
---|---|
P-SSR4 Sakuya | Halves Interest for 2 turns & increases gauge. Best used early but can't make use of Natsuha dance buffs. |
P-SSR7 Sakuya | Allows for Plus Appeals, and her AOEs have no scaling. But her role as a buffer is very diminished in a low-mental team. |
S-SSR3 Mamimi | Ideally the passive activates on Turn 4 to push mental even further below. Combo with P-SSR2 Kogane to set up for Turn 5.
Doesn't mesh well with P-SSR3 Yuika |
S-SSR2 Juri | Again, some Mental Damage Up passives can help you get to dangerously low mental to push Kiriko's Link Memory Appeal damage. |
S-SSR4 Toru | The appeal itself can be useful. Do note that unlike the Natsuha support, this Toru's 1* attention buffs proc off of turn count rather rather than high mental.
There is also more copies required to reach higher stamina recovery compared to Natsuha, so if you're lacking Natsuha (or even a Potato Mamimi), then this can work somewhat. |
Sample Turn Order:
Turn 0 | S-SSR5 Natsuha (Attention Up) |
Turn 1 | S-SSR4 Mamimi |
Turn 2 | S-SSR3 Yuika / P-SSR3 Yuika |
Turn 3 | P-SSR2 Kogane (-20% Mental + 30% Damage Cut) |
Turn 4 | P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 5 | P-SSR5 Kiriko (Link Memory Appeal) |
Turn 0 | S-SSR5 Natsuha (Attention Up) |
Turn 1 | P-SSR4 Sakuya / P-SSR7 Sakuya (-20% Mental & Base Appeal Plus Effect -> 170% Da) |
Turn 2 | S-SSR4 Mamimi (-30% Mental & Attn) |
Turn 3 | P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 4 | P-SSR3 Yuika / P-SSR7 Sakuya (-25% Mental & Plus Effect at below half mental -> AOE 1x) |
Turn 5 | P-SSR5 Kiriko (Link Memory Appeal) |
P-SSR7 Mamimi[edit | edit source]
Note that if you attempt to replicate this Memory Appeal spam strategy with P-SSR5 Kogane in Center Slot, you lose access to a DaVi low-mental scaling appeal boosted by the Visual Slot in exchange for hitting the Visual Judge a bit harder. Also, it's doable to make a Yuika Cannon team utilizing this Mamimi at Center.
Card | Notes |
---|---|
S-SSR4 Mamimi | Using this appeal (Perfect Bar) in conjunction with attention up allows for more damage taken. Use this Turn 1 to reach below 5% Mental.
But it's better to just build below 1K mental in the first place. |
S-SSR2 Juri | You may opt not to take this card's passive if you've already can achieve low total mental. You can opt for a different Dance Token instead. |
P-SSR5 Kiriko | Mainly used for Melancholy and her 120% Dance buff. |
Other Options | Notes |
---|---|
P-SR2 Kogane | This card can be used as an alternative appeal over S-SSR4 Mamimi to reach critical mental. The 100% Dance Buff is just icing in the cake. Unfortunately, it's just a buff-type appeal. |
P-SR4 Kogane | Offers a dance appeal that scales off of low-mental. |
P-SR3 Yuika | Offers a dance appeal that scales off of low-mental. |
P-SSR2 Yuika | Offers a pretty strong dance appeal that scales off of low-mental. |
S-SSR6 Juri | There isn't any passive here worth grabbing, but this card at least combos well with S-SSR5 Natsuha. |
S-SSR2 Mikoto | This appeal is much like the SRs', but stronger. You can opt to use this as your Visual Token if you don't have S-SSR4 Mamimi. |
Sample Turn Order:
Turn 0 | S-SSR5 Natsuha (Attention Up) / P-SSR3 Yuika S-SSR2 Juri (Mental Damage Up) |
Turn 1 | S-SSR4 Mamimi (-30% Mental & Attn) / P-SSR5 Kiriko (Melancholy) |
Turn 2 | P-SSR7 Mamimi (Memory Appeal) / P-SSR3 Yuika / P-SSR5 Kogane / P-SSR7 Sakuya |
Turn 3 | P-SSR7 Mamimi (Memory Appeal) / P-SSR3 Yuika / P-SSR5 Kogane / P-SSR7 Sakuya |
Turn 4 | P-SSR7 Mamimi (Memory Appeal) / P-SSR3 Yuika / P-SSR5 Kogane / P-SSR7 Sakuya |
Turn 5 | P-SSR7 Mamimi (Possibly Link Memory Appeal) / P-SSR3 Yuika / P-SSR5 Kogane / P-SSR7 Sakuya |
P-SSR7 Sakuya[edit | edit source]
This is the best critical mental Dantica team you can build. Up to you if you want to produce P-SSR7 Sakuya in GRAD or STEP.
The you either boost up her appeals from Center Position or her base memory appeal power through GRAD Lv5.
Objective is the same as the above, where you reduce mental to a single digit and fire off your enmity appeals and with the hope of scoring high before your passives all run out or the unit retires out.
Card | Notes |
---|---|
P-SSR7 Sakuya | While it is possible to earn 2 Plus Appeals, take into account your mental should you opt to use her 0* appeal T1. |
P-SSR5 Kiriko | Mainly used for her Melancholy and 120% Dance buff. |
Sample Turn Order:
Turn 0 | S-SSR5 Natsuha (Attention Up) |
Turn 1 | P-SSR5 Kiriko (Melancholy) / P-SSR7 Sakuya (-20% Mental & Base Appeal Plus Effect -> ~50% Dance Buff) |
Turn 2 | P-SSR7 Sakuya (Memory Appeal) / P-SSR3 Yuika / P-SSR5 Kogane / P-SSR7 Sakuya |
Turn 3 | P-SSR7 Sakuya (Memory Appeal) / P-SSR3 Yuika / P-SSR5 Kogane / P-SSR7 Sakuya |
Turn 4 | P-SSR7 Sakuya (Memory Appeal) / P-SSR3 Yuika / P-SSR5 Kogane / P-SSR7 Sakuya |
Turn 5 | P-SSR7 Sakuya (Possibly Link Memory Appeal) / P-SSR3 Yuika / P-SSR5 Kogane / P-SSR7 Sakuya |
Modern (High Mental) Dantica[edit | edit source]
P-SSR6 Kogane, S-SSR8 Kogane, and S-SSR8 Yuika are central this type of approach. P-SSR6 Sakuya and P-SSR6 Kiriko are permanent cards that also feature these new type of passives.
Availability | Mental Requirement | Card |
---|---|---|
Limited | 3400 | P-SSR6 Kogane |
Limited | 3000 | S-SSR8 Kogane |
Permanent | 3000 | P-SSR6 Sakuya |
Permanent | 3400 | P-SSR7 Yuika |
Permanent | 3000 | P-SSR6 Kiriko |
This approach makes use of passives that require the team to have a certain amount of total mental.
Prior to the release of these cards, classic Dantica didn't have much need to build for over 3000 Mental.
This is because they want to maximize the damage of their low mental-scaling appeals as much as they can.
Let's take a look at S-SSR4 Mamimi and P-SSR5 Mamimi mental drop appeals in a Fes environment.
Let's assume that each judge in this environment always target you for 200 damage each (600 damage total) every turn.
Turn | Mental | Mental % | Appeal | Event |
---|---|---|---|---|
Turn 3 | 2000/2000 | 100% | S-SSR4 Mamimi (-30% Mental + Perfect Appeal) | The mental drop appeal is performed BEFORE the judges all hit you. |
Turn 4 | 800/2000 | 40% | P-SSR5 Mamimi (-60% Mental + SLOW Appeal) | The mental drop appeal is performed AFTER the judges all hit you. |
Turn 5 | 80/2000 | 4% | P-SSR5 Kiriko (Good Link Memory Appeal) | 5.87x Dance Multiplier and retires all judges. |
Turn | Mental | Mental % | Appeal | Event |
---|---|---|---|---|
Turn 3 | 3400/3400 | 100% | S-SSR4 Mamimi (-30% Mental + Perfect Appeal) | The mental drop appeal is performed BEFORE the judges all hit you. |
Turn 4 | 1780/3400 | 52.3% | P-SSR5 Mamimi (-60% Mental + SLOW Appeal) | The mental drop appeal is performed AFTER the judges all hit you. |
Turn 5 | 472/3400 | 13.8% | P-SSR5 Kiriko (Good Link Memory Appeal) | 5.56x Dance Multiplier and all the judges survived and retired her. |
This is why there isn't much reason to build for high mental. But the release of P-SSR6 Kogane now fully realized this approach.
Turn | Mental | Mental % | Appeal | Event |
---|---|---|---|---|
Turn 3 | 3400/3400 | 100% | P-SSR6 Kogane (-30% Mental + 200% Dance Buff + Perfect Appeal) | The mental drop appeal is performed BEFORE the judges all hit you. |
Turn 4 | 1780/3400 | 52.3% | P-SSR5 Mamimi (-60% Mental + SLOW Appeal) | The mental drop appeal is performed AFTER the judges all hit you. |
Turn 5 | 472/3400 | 13.8% | P-SSR5 Kiriko (Good Link Memory Appeal) | 5.56x Dance Multiplier and 200% Dance Buff and all the judges retired. |
The active dance buff more than enough makes up for gap between the 5.56x and the 5.87x multipliers.
Mental | Kiriko Dance Stat | Passive Buffs | Active Buffs | Multiplier | Magnitude |
---|---|---|---|---|---|
4% | 1500 | 870% Da | 0% | 5.87x | 84,408 |
13.8% | 1500 | 870% Da | 200% Da | 5.56x | 97,578 |
P-SSR6 Kogane 4* appeal only grants the 200% Dance buff if 30% of the mental consumed is more than 1000. The amount of buff it provides shoots down with less current mental. You need at least 3.4K current mental to take full advantage of her buff.
P-SSR7 Yuika 3* appeal only grants the 150% Dance buff if 40% of the mental consumed is more than 1000. Like the Kogane above, the amount of buff it provides shoots down with less current mental. You need at least 2.5K current mental to take full advantage of her buff.
P-SSR7 Sakuya appeals likewise grant the maximum amount (120% or 180%) depending on mental consumed (20% / 25%).
You need at least 4.5K current mental to take full advantage of her buffing and possibly her interest ignore passive.
Formula: y = 2(x - 500) ÷ 5
Where input x = 30% (Kogane6) or 40% (Yuika7) of your current mental and output y = the generated dance buff.
However, any value where x ≤ 510 will always output a Dance Buff of 4%. Any value where x ≥ 1000 will always output a Dance Buff of 200%.
So now, there is incentive for Dantica to build for higher mental. It is not without its problems however.
S-SSR4 Mamimi may not be the one to drive the damage, but it still allows for a less rigid setup despite the lower damage output.
S-SSR8 Kogane is a prized card, as it allows Dantica to build up mental rather more easily than before, and the passive only requires a max mental of 3000 to start out with and a turn count of 4 or higher.
But even with these changes, the current Dantica still has issues.
Below are sample teams meant to point you into a good direction. These are not necessarily template teams.
P-SSR3 Yuika (Recommended)[edit | edit source]
S-SSR10 Yuika is exactly what the team needs allowing for high damage presence in the early turns and supplying enough passive streams leading up to your memory appeal. Both passives having -100% Attention means that P-SSR3 Yuika will be capped at a single activation. S-SSR6 Nichika is here with the TC Yuika to add more buffs. Use S-SSR10 Sakuya gold passive to draw attention in the early rounds (alongside STEP passives) and to help push back S-SSR10 Yuika gold buff to the turns you may need them most.
Card | Notes |
---|---|
P-SSR7 Kiriko | Currently, she is the only idol that can give the team a proper duet appeal. She functions mainly as a duet appealer and S-SSR8 Kogane stall appeal. Unfortunately is currently the best Kiriko to use, as the other Kirikos don't really use their own appeals. She is a flexible slot. |
P-SSR8 Mamimi | P-SSR5 Mamimi isn't essential for this type of team anymore due to S-SSR10 Yuika having a lower mental bound of 35%.
P-SSR8 Mamimi hits a fine balance being a mental cut that drops attention with the added "benefit" of ignoring interest modifiers. |
P-SSR6 Kogane | The main issue with this card is that it cannot hold S-SSR8 Kogane stall appeal, so its next best option is S-SSR10 Sakuya or S-SSR3 Mamimi stall appeal. This means that the stall isn't effective if your team runs multipler passive interest up GRAD abilities. |
P-SSR7 Sakuya | Your alternate win condition for Turn 3 or Turn 4. The unfortunate thing is that you need to be below 50% mental for the Plus Appeal, and the -25% mental can put you below 35%, disqualifying you from ever proccing S-SSR10 Yuika rainbow passive and S-SSR6 Nichika gold passive. This card is in need of Flexible active buff or in need of an upgrade in general. |
P-SSR3 Yuika | The aim here is to hit the duet and aim for Turn 4 Link Memory Appeal. Otherwise, to use S-SSR8 Kogane stall appeal to set things up for a P-SSR7 Sakuya Plus Appeal finish. |
S-SSR7 Asahi | Asahi isn't here for passives, but mainly as your stat raiser. At max, she has very strong support skills, however S-SSR9 Kiriko can function as an okay alternative. |
S-SSR9 Kiriko | -40% mental with 70% mental damage cut can be a good means for you to get below 65% mental while trying to stay above 35%. |
Other Options | Notes |
---|---|
P-SSR8 Kogane | The -50% attention buff for 4 turns is very valuable here, which allows you to not have to rely solely on passives that lower attention. |
P-SSR4 Sakuya | Mainly used if you're really lacking the memory gauge. Decently good stall, but the meta where this was top has long passed. |
P-SSR5 Mamimi | While this isn't as essential as it was before, you can bounce back from lower mental given that the heal passives from S-SSR9 Tenka and S-SSR9 Chiyuki activate. It can be a great alternative if you have heal passives to control your mental from being below 35%. |
S-SSR5 Kiriko | It's an alternative to S-SSR9 Kiriko if you don't desire the attention up and want a back up passive in the case that you do hit below 35% mental. The burst damage is provides is still strong but not as potent as S-SSR10 Yuika and S-SSR6 Nichika chained together. Do note that as raising card, it is outdated, and you risk S-SSR10 Yuika gold passives showing up earlier than expected. |
S-SSR4 Mamimi | You can replace S-SSR10 Sakuya with this for some more firepower, but the support skills like onsen Kiriko above are outdated. You run the risk of S-SSR10 Yuika gold passives showing up earlier than expected too. |
S-SSR9 Tenka | This is to work in tandem with S-SSR9 Chiyuki to form the generic Alstro Heal Core that all Dance teams are using. P-SSR3 Yuika does not really care to be under 35% anymore to max out its damage, and you add another strong passive to use. However, the downside of the Alstro core for Da is that you risk being above 50% for P-SSR7 Sakuya Plus Appeal, so it might be worth it to bring P-SSR5 Mamimi over P-SSR8 Mamimi. You can see the Kogane6 Center below for details. |
S-SSR5 Natsuha | This is weaker alternative to S-SSR10 Sakuya offering more stat uncaps over a strong L'Antica unimas core. |
S-SSR3 Mamimi | You can use this if you don't have S-SSR10 Sakuya. Just don't use the gold passive. |
Sample Turn Order:
Turn 0 | Chain attention up passives from S-SSR10 Sakuya or S-SSR5 Natsuha |
Turn 1 | P-SSR7 Kiriko Duet Appeal (Kogane/Mamimi/Sakuya) |
Turn 2 | S-SSR8 Kogane / S-SSR3 Mamimi |
Turn 3 | P-SSR7 Sakuya / P-SSR8 Mamimi / P-SSR6 Kogane / S-SSR9 Kiriko |
Turn 4 | P-SSR7 Sakuya (AOE Plus Appeal) / P-SSR3 Yuika (Link Memory Appeal) |
P-SSR5 Kogane[edit | edit source]
S-SSR8 Yuika and S-SSR8 Kogane are now included as the supports in this lineup. Apart from those, nothing else has really changed for this team other than needing a higher mental requirement. If S-SSR6 Yuika is used, then we can aim for 3000 Mental instead. This makes it easier to possibly reach critical mental states compared to other Dantica teams with over 3400 Mental. To make up for the lack of a 200% Dance Buff option from P-SSR6 Kogane, you can opt to perform S-SSR8 Kogane appeal before your P-SSR5 Mamimi appeal.
P-SSR7 Sakuya can also be used here as a makeshift buffer, but you will definitely need higher mental than usual...
Card | Notes |
---|---|
S-SSR5 Natsuha | This card's 1* passives are more valuable here since there's no P-SSR6 Kogane. |
P-SSR3 Yuika | Same as usual, this card is great for early damage before Turn 5 and a possible win condition. |
S-SSR4 Mamimi | Same as usual. There is no P-SSR6 Kogane for a potential 200% Dance Buff sadly, but this is still valuable to use. |
P-SSR5 Kiriko | Melancholy is more useful in this team, since there's no P-SSR6 Kogane. Even then, you maybe won't appeal from her tree. |
S-SSR8 Kogane | The mental requirement is less strict. And this team can fit in 1.5x Interest for their damage. |
S-SSR8 Yuika | The rainbow buffs this card provides really helps with this Kogane center's damage. Do note that it's possible to drown out any potential attention down
passives that you'll want. |
S-SSR2 Juri | Mental Damage Up passives are good to help maximize Link Memory Appeal damage.
A safety net of 3000+ Mental should make this team less prone to dying. |
Other Options | Notes |
---|---|
P-SSR1 Yuika | Having a second mental drop appeal can be very useful for consistency. |
P-SSR7 Yuika | Having a second mental drop appeal can be very useful for consistency but might fall short of below 50% mental.
However, the buff and passives this card provides is very useful for this Kogane Center. |
P-SSR4 Sakuya | As always, this card despite being off-type is what Dantica needs. |
P-SSR7 Sakuya | This is your alternative to P-SSR6 Kogane as a buffer role. Her buffs aren't as strong and you're forced to be over 4.5K mental
to maximize the buffs she gives, but the added effect of Plus Appeals does benefit scoring, especially if you find yourself opting out of a T5 Linked Memory Appeal for an earlier nuke option through P-SSR3 Yuika. |
S-SSR3 Yuika | Has an okay AOE damage that gives Melancholy. You can opt to use this Turn 4 too if you want.
You can use this to replace S-SSR6 Yuika due to lower mental requirement and still grab Bond. |
S-SSR3 Asahi | No Bond Ability granted (unless you run two Dance Tokens). Has Da Limit Up and packs good room stamina. |
S-SSR6 Yuika | This card doesn't offer much from the skill tree, but it does give a much needed room stamina for easier building. |
S-SSR6 Rinze | Slow 1.25x Interest to all judges. You can take advantage of Turn 4 S-SSR8 Kogane this way too. |
Sample Turn Order
Turn 0 | S-SSR5 Natsuha (Attention Up) / P-SSR3 Yuika (Mental Damage Up) |
Turn 1 | S-SSR4 Mamimi (-30% Mental & Attn) |
Turn 2 | P-SSR3 Yuika |
Turn 3 | S-SSR8 Kogane |
Turn 4 | P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 5 | P-SSR5 Kogane (Link Memory Appeal) |
Turn 0 | S-SSR5 Natsuha (Attention Up) / P-SSR3 Yuika (Mental Damage Up) |
Turn 1 | P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 2 | P-SSR3 Yuika |
Turn 3 | S-SSR8 Kogane |
Turn 4 | S-SSR4 Mamimi (-30% Mental & Attn) / S-SSR3 Yuika / S-SSR6 Rinze |
Turn 5 | P-SSR5 Kogane (Link Memory Appeal) |
P-SSR5 Kiriko (Mitsugokoro)[edit | edit source]
P-SSR1 Yuika allows you have access to another substantial mental drop appeal in addition to P-SSR5 Mamimi.
Either of these appeals can be used following P-SSR6 Kogane's 4* appeal, but ideally, P-SSR5 Mamimi is still the best option.
This Yuika card also has access to a Mental Damage Cut passive to help make sure you stay as close to 3400 Mental as necessary.
In the very least, P-SSR3 Yuika has less Bonus Points, and you're trading out raw power for less RNG in appeal draw.
Again, as with all High Mental Dantica builds, you cannot buff your strongest appeal or Memory Appeal with both a 200% Dance Buff and the 1.5x Interest.
You need at most 22% Mental to outdamage P-SSR3 Yuika Link Memory Appeal and at most 30% Mental to outdamage P-SSR6 Kogane Link Memory Appeal.
Card | Notes |
---|---|
S-SSR5 Natsuha | This card's 1* passives aren't as valuable here unless you want to use P-SSR6 Kogane -30% Mental appeal on Turn 1 for some reason. |
P-SSR1 Yuika | Your alternative means of getting to low Mental. You may actually lose more health this way because it isn't a slow appeal. |
S-SSR4 Mamimi | Same as usual. You may opt for this appeal should you fail to draw P-SSR6 Kogane. |
Other Options | Notes |
---|---|
S-SSR3 Mamimi | One notable weakness of P-SSR6 Kogane is that she is unable to hold a S-SSR8 Kogane appeal for stall. We can remedy this a bit by using this card's appeal T1 by Kogane herself. The attention up from the passive also does not conflict at all with P-SSR7 Sakuya. |
P-SSR7 Yuika | Another alternative means of reaching low Mental but you might be out of S-SSR5 Kiriko condition range.
The buff it does provide is useful however. |
P-SSR6 Sakuya | Has access to a stall appeal in addition to high mental passives. Can also fit her in with S-SSR3 Mamimi. |
S-SSR4 Toru | The appeal itself can be useful. Do note that unlike the Natsuha support, this Toru's 1* attention buffs proc off of turn count rather rather than high mental.
There is also more copies required to reach higher stamina recovery compared to Natsuha, so if you're lacking Natsuha (or even a Potato Mamimi), then this can work somewhat. The appeal itself can be more valuable to use since you're not using NE Yuika. The appeal is weak without attention buffs, so maybe try using Whey/Fireworks Natsuha and Wanderlust Mamimi passives. |
S-SSR7 Kiriko | This is a great alternative to use especially since you're not using NE Yuika. The buff in comparison to S-SSR5 Kiriko may be weaker, and the passive may demand more SP to get, but the added chance at Room Mastery is good. You may find this more useful and consistent than Onsen Kiriko for the P-SSR7 Sakuya early turn wincon over the Memory Appeal wincon. |
Sample Turn Order:
Turn 1 | P-SSR7 Sakuya (-20% Mental & Base Appeal Plus Effect -> 170% Da) |
Turn 2 | P-SSR6 Kogane (-30% Mental & Dance 200%) / S-SSR4 Mamimi (-30% Mental & Attn) |
Turn 3 | S-SSR8 Kogane |
Turn 4 | P-SSR5 Mamimi (-60% Mental & -15% Attn) / P-SSR1 Yuika (-50% Mental) / P-SSR7 Yuika (-40% Mental & 150% Da buff) |
Turn 5 | P-SSR5 Kiriko (Link Memory Appeal) |
Turn 1 | P-SSR4 Sakuya (-20% Mental & Base Appeal Plus Effect -> 170% Da) / P-SSR6 Kogane (-30% Mental & Dance 200%) |
Turn 2 | P-SSR6 Kogane (-30% Mental & Dance 200%) / P-SSR5 Mamimi (-60% Mental & -15% Attn) / P-SSR1 Yuika (-50% Mental) / P-SSR7 Yuika (-40% Mental & 150% Da buff) |
Turn 3 | P-SSR7 Sakuya (-25% Mental & Plus Effect -> 1x AOE) / P-SSR5 Mamimi (-60% Mental & -15% Attn) / P-SSR1 Yuika (-50% Mental) / P-SSR7 Yuika (-40% Mental & 150% Da buff) |
Turn 4 | P-SSR7 Sakuya (-25% Mental & Plus Effect -> 1x AOE) |
Turn 5 | P-SSR5 Kiriko (Link Memory Appeal) |
P-SSR5 Kiriko (NOT≠EQUAL)[edit | edit source]
Nothing much has really changed for how Kiriko center was played with the advent of the new Kogane cards. If anything, the 200% Dance active buff made P-SSR3 Yuika appeal damage even more ludicrous. The Turn 3 that alone provides is even strong enough to end the Fes outright with no need of a Link Appeal and with plenty of spare dance passives for Turns 4 and 5 for another P-SSR3 Yuika appeal into a base Memory Appeal.
Unfortunately, S-SSR8 Kogane appeal cannot fit into the gameplan of this team unless you abandon P-SSR3 Yuika appeals entirely, which isn't that much of a bad thing. If so, you MUST use Yuika to perform the S-SSR8 Kogane on Turn 3 into P-SSR5 Mamimi.
That run would follow closely to the turn order of the team above. (Please check the Kiriko5 team featuring Mitsugokoro above.)
You need at most 22% Mental to outdamage P-SSR3 Yuika Link Memory Appeal and at most 30% Mental to outdamage P-SSR6 Kogane Link Memory Appeal.
Card | Notes |
---|---|
S-SSR5 Natsuha | This card's 1* passives aren't as valuable here unless you want to use P-SSR6 Kogane -30% Mental appeal on Turn 1. |
S-SSR4 Mamimi | Same as usual. You may opt for this appeal should you fail to draw P-SSR6 Kogane. |
Other Options | Notes |
---|---|
S-SSR3 Yuika | Has an okay AOE damage that gives Melancholy. You can opt to use this Turn 4 too if you want to make use of Turn 4 S-SSR8 Kogane.
You can use this to replace S-SSR6 Yuika due to lower mental requirement and still grab Bond. |
Sample Turn Order:
Turn 1 | P-SSR7 Sakuya (-20% Mental & Base Appeal Plus Effect -> 170% Da) |
Turn 2 | P-SSR6 Kogane (-30% Mental & Dance 200%) / S-SSR4 Mamimi (-30% Mental & Attn) |
Turn 3 | S-SSR8 Kogane / P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 4 | P-SSR5 Mamimi (-60% Mental & -15% Attn) / P-SSR3 Yuika |
Turn 5 | P-SSR5 Kiriko (Link Memory Appeal) |
Turn 1 | S-SSR3 Mamimi (1T 0.3x Interest) |
Turn 2 | P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 3 | P-SSR7 Sakuya (-25% Mental & Plus Appeal -> 1x AOE) |
Turn 4 | P-SSR3 Yuika |
Turn 5 | P-SSR5 Kiriko (Link Memory Appeal) |
P-SSR6 Kogane (NOT≠EQUAL)[edit | edit source]
The main appeal (and drawback) of using P-SSR6 Kogane in Center Slot is having a Link Memory Appeal that does not scale.
S-SSR8 Kogane solves the many issues of this card as a center by not needing to reach low mental to activate strong passives-- though the strongest passives such as S-SSR5 Kiriko require low mental anyway. It's up to you if you want to run at least 3000 or 3400 Mental or even 4500 Mental.
Despite other Dantica centers having overall higher damage, this Dantica team is the most flexible. Aggressive or passive play can be done.
Even in shorter Fes, you can use P-SSR6 Kogane / S-SSR8 Yuika -> P-SSR5 Mamimi -> P-SSR3 Yuika / P-SSR7 Sakuya [...] to secure a Turn 3 or Turn 4 win without a Link Appeal very much like the Kiriko team above.
In the case of P-SSR7 Sakuya, you can also attempt to generate Plus Appeals along the way for a win that doesn't require a Linked Memory Appeal.
When building your Kogane Center, you should ask yourself if your win condition relies on Memory Appeal or P-SSR3 Yuika. For the latter, it's more optimal to raise Kogane in STEP to boost her damage since you'll be taking her Live Skills into account.
Card | Notes |
---|---|
S-SSR5 Natsuha | This card's 1* passives are useful here to eat up some damage and to help you eventually reach to below 50% at Turn 5 start. |
S-SSR4 Mamimi | This card's passives becomes more important to trigger if you're going for a stall approach rather than a mental drop approach. |
S-SSR8 Kogane | You can activate at most 4 of these passives per turn from Turns 4 to 5.
Be at low mental to trigger passives from other cards to fill in the last two passive slots. |
P-SSR6 Kogane | Her 150% Dance passive requires you to be below 30% provided that your mental cap is over 3400.
You can use P-SSR5 Mamimi dance appeal to get you there but you also would need to get hit before Turn 5. |
S-SSR8 Yuika | Rainbow passives are strong, and Kogane does not scale off of low attention.
Frontloading more of these half mental passives makes runs more consistent with burst damage, but be aware that S-SSR5 Kiriko and S-SSR4 Mamimipassives are top priority for full P-SSR3 Yuika damage. |
Other Options | Notes |
---|---|
P-SSR2 Sakuya | This can help you chop down some mental, especially from 3400 total. Stacking "Faint of Heart" GRAD abilities through STEP can potentially even reduce your mental to below 35% for a T2 NE AOE. This is especially useful if you're looking to T1 with Kogane's buff appeal. |
S-SSR3 Mamimi | Best used on a Sakuya or Kiriko card. |
S-SSR5 Juri | Slow 2x Interest for one judge. You can't take advantage of Turn 4 S-SSR8 Kogane passives this way because it's Vocal.
But the timing is also RNG since, you still would want to get hit the turn you cast this in Turn 4. If anything, the attention up is a useful T1 passive. |
Sample Turn Order
Turn 0 | S-SSR5 Natsuha (Attention Up) / P-SSR3 Yuika (Mental Damage Up) |
Turn 1 | P-SSR7 Sakuya (-20% / 25% Mental & Dance Buff) |
Turn 2 | S-SSR8 Kogane |
Turn 3 | P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 4 | P-SSR3 Yuika |
Turn 5 | P-SSR6 Kogane (Link Memory Appeal) |
Turn 0 | S-SSR5 Natsuha (Attn Up) / P-SSR3 Yuika (Mental Damage Up) / P-SSR2 Sakuya (Attn Up & Mental Damage Up) |
Turn 1 | P-SSR6 Kogane (-30% Mental & 200% Dance Buff) / P-SSR7 Sakuya (-20% / 25% Mental & Dance Buff) |
Turn 2 | P-SSR5 Mamimi (-60% Mental & -15% Attn) / P-SSR3 Yuika |
Turn 3 | P-SSR3 Yuika |
Turn 4 | P-SSR3 Yuika |
Turn 5 | P-SSR6 Kogane (Link Memory Appeal) |
P-SSR6 Kogane (Kaleidoscope-Pinball) (Recommended)[edit | edit source]
Because her Memory Appeal entirely does not scale with lower mental, S-SSR9 Chiyuki and S-SSR9 Tenka give the team much needed passives. The absolute benefit of this team is the total disregard for anything mental or attention scaling (or anything that has to do with the classic L'Antica brand) to help front-load lots of passives.
In comparison to NE Center, the potential spike damage is a lot weaker, but you enjoy a plethora of sustained buffs per turn, and the passive heals (or even Kogane's own heal appeal) will help generate the stronger active dance buffs tied to heal count rather than mental. Furthermore, this team enjoys interest up passive abilities from GRAD due to Kogane being the center idol compared to a few variants of NE Center.
S-SSR10 Yuika offers more punch to this team more than ever, but there is possible lack of controlling mental due to untimely activation of heal passives.
Card | Notes |
---|---|
P-SSR7 Kiriko | Currently, she is the only idol that can give the team a proper duet appeal. She functions mainly as a duet appealer and S-SSR8 Kogane stall appeal. Unfortunately is currently the best Kiriko to use, as the other Kirikos don't really use their own appeals. She is a flexible slot. |
P-SSR5 Mamimi | You can get away from being below 35% because of the heal passives from S-SSR9 Chiyuki and S-SSR9 Tenka. This card especially helps with P-SSR7 Sakuya being able to satisfy the Plus Appeal condition. |
P-SSR6 Kogane | If not going to memory appeal, it can AOE to boost P-SSR7 Sakuya. However, this card cannot stall without replacing another support for either S-SSR3 Mamimi or S-SSR10 Sakuya. |
P-SSR7 Sakuya | Your alternate win condition for Turn 3 or Turn 4. The unfortunate thing is that you need to be below 50% mental for the Plus Appeal, and the -25% mental can put you below 35%, disqualifying you from ever proccing S-SSR10 Yuika rainbow passive and S-SSR6 Nichika gold passive. This card is in need of Flexible active buff or in need of an upgrade in general. Heal passives can put you back up to above 35%, but be aware that those only got up to as far as Turn 3, and you do not want heal passives to activate on the turn you use this appeal as a finisher. |
P-SSR7 Yuika | -40% mental with a scaling Da buff is incredible, as it allows you to be within the 35-65% mental bounds to activate S-SSR10 Yuika and S-SSR6 Nichika at an instant. Still be wary of heal passives that can put you above 50% or perhaps even 65%. It might be worth the effort to grab the reduced heal rate abilities from GRAD. |
S-SSR7 Asahi | Asahi isn't here for passives, but mainly as your stat raiser. At max, she has very strong support skills, however S-SSR9 Kiriko can function as an okay alternative. |
S-SSR9 Kiriko | -40% mental with 70% mental damage cut can be a good means for you to get below 65% mental while trying to stay above 35%, however the heal passives can possibly get in the way of putting you too high. Also in regards to Kogane, use it when building her as a STEP Center. Use S-SSR5 Natsuha instead if you're building in GRAD. |
For other options, see NE Center team sample above. Kogane6 Center doesn't need to run an Alstro Core setup.
Turn 1 | P-SSR7 Kiriko Duet Appeal (Yuika/Mamimi/Sakuya) |
Turn 2 | S-SSR8 Kogane |
Turn 3 | P-SSR7 Sakuya / P-SSR5 Mamimi / P-SSR7 Yuika / P-SSR6 Kogane / S-SSR9 Kiriko |
Turn 4 | P-SSR7 Sakuya (AOE Plus Appeal) / P-SSR6 Kogane (Link Memory Appeal) |
P-SSR7 Mamimi[edit | edit source]
The absence of P-SSR5 Mamimi to reduce your mental means that you'll have to rely on P-SSR1 Yuika / P-SSR7 Yuika's weaker appeal instead.
This means no P-SSR3 Yuika for an early-turn nuclear option.
Despite this limitation, you actually lose mental should you get hit by all judges on the turn P-SSR1 Yuika is used. That's because the appeal isn't a slow appeal.
Until another form of substantial mental drop is released, High Mental Mamimi Center will have a hard time making use of P-SSR3 Yuika.
Despite this, as a Center, P-SSR7 Mamimi's Link Memory Appeal damage is the strongest there is out of Dantica.
You need at most 30% Mental to outdamage P-SSR3 Yuika Link Memory Appeal and at most 35% Mental to outdamage P-SSR6 Kogane Link Memory Appeal.
Card | Notes |
---|---|
S-SSR5 Natsuha | There is no low attention scaling, and there is no P-SSR3 Yuika, so Attention Up Passives become very valuable here.
Be aware that the passives may discount you from the full 200% Dance Buff from P-SSR6 Kogane. |
S-SSR4 Mamimi | Your alternative means of reducing mental apart from P-SSR6 Kogane. |
P-SSR5 Kiriko | Melancholy helps you reach low mental to boost the Link Memory Appeal, but it may not mesh well with P-SSR6 Kogane.
You can build for higher mental if you so choose to preserve the 200% Dance Buff or consider her appeal after P-SSR6 Kogane. |
P-SSR1 Yuika | The Mental Damage Cut can help you stay above 3400 Mental. But maybe you'd rather make it easier to low more mental anyway.
Alternatively, you can opt to put her in the Leader Slot to increase activation of S-SSR2 Juri passives. |
S-SSR8 Yuika | Rainbow passives help a ton especially with how high the multiplier this Mamimi has off of her unlinked Memory Appeal. |
Other Options | Notes |
---|---|
P-SSR6 Sakuya | You can honestly use any other Sakuya card. Because there's no better replacement for P-SSR4 Sakuya currently released. |
S-SSR3 Mamimi | Your alternative form of stall, and single-turn stall may be more useful.
The +100% Attention can help a lot too, and might be more preferable to use over S-SSR4 Mamimi if your goal is to trigger it in early turns. |
S-SR3 Sakuya | A simple AOE stall appeal, but do note that this doesn't mesh too well with S-SSR8 Kogane appeal (or Reverse Interest in general). |
S-SSR3 Yuika | Packs Melancholy and a decent AOE appeal. |
S-SSR4 Toru | Since you're not using NE Yuika here, then stacking attention up passives helps a lot here to hit hard and reap the buffs from being hit. |
Sample Turn Order
Turn 1 | P-SSR4 Sakuya / P-SSR6 Kogane (Stall) |
Turn 2 | P-SSR6 Kogane (-30% Mental & 200% Dance Buff) / S-SSR4 Mamimi (-30% Mental & Attn) / S-SSR3 Mamimi |
Turn 3 | S-SSR8 Kogane / P-SSR5 Kiriko / S-SSR3 Mamimi / S-SSR4 Mamimi (-30% Mental & Attn) / P-SSR6 Kogane (-30% Mental & 200% Dance Buff) |
Turn 4 | P-SSR1 Yuika (-50% Mental) |
Turn 5 | P-SSR7 Mamimi (Link Memory Appeal) |
Turn 0 | S-SSR5 Natsuha (Attention Up) |
Turn 1 | P-SSR6 Kogane (-30% Mental & 200% Dance Buff) |
Turn 2 | P-SSR5 Kiriko / S-SSR3 Yuika |
Turn 3 | S-SSR8 Kogane |
Turn 4 | P-SSR1 Yuika (-50% Mental) |
Turn 5 | P-SSR7 Mamimi (Link Memory Appeal) |
P-SSR7 Sakuya[edit | edit source]
Budget Dantica[edit | edit source]
The simplicity of a Dantica team assembled from permanent cards is that mental requirements are not as strict and many Center Idol options do not have any scaling appeals. Many of the limited cards mentioned above improve the team vastly, but the core principle of a High Mental Dantica team is still there. You can enjoy the relatively lax requirements to build a workable team.
S-SSR8 Kogane is not required to play High Mental Dantica since P-SSR6 Sakuya and P-SSR6 Kiriko offer modest alternatives and are not in the limited gacha. However, should you opt to reap full benefit of P-SSR7 Yuika, then more total mental is demanded from you. However, this shouldn't be too much of a problem now that STEP exists to make powerful idols!
Kogane
Card | Notes |
---|---|
P-SSR8 Kogane | Alternative means of reaching low mental. The -attn buff can satisfy the condition for the gold passive. |
P-SR2 Kogane | Mental Uncap and a 100% Dance Buff along with a Mental Damage Buff, the latter which might be worrying to use. Offers no damage. |
P-SR4 Kogane | Dance appeal that scales off of low mental, and can Link into a 150% Dance. |
P-SR5 Kogane | Budget version of P-SSR6 Kogane with a scaling 80% Dance buff upon mental consumption. |
S-SSR4 Kogane | Talk Show Mental to help reach the 3000 Mental requirement. |
Mamimi
Card | Notes |
---|---|
P-SSR5 Mamimi | Essential card for every Dantica team. |
P-SSR8 Mamimi | Other means of reducing your own mental and applying reduced attention. |
P-SR3 Mamimi | AOE Stall Appeals. |
S-SSR3 Mamimi | 100% Attention Up & 100% Dance Up below half mental. Has a very strong Interest Down appeal |
Sakuya
Card | Notes |
---|---|
P-SSR6 Sakuya | Modern passives and has decent buffs for a perm. Packs a very strong Interest Down appeal much like S-SSR3 Mamimi.
She can be used as a Center too. Please check the Dantica Centers section for more info. |
P-SSR5 Sakuya | Decent in a pinch. Passives are on the weaker side, sadly.
Attention Down might help you from getting hit too much and triggering a passive accidentally. |
S-SSR10 Sakuya | 70% Da & 100% Attn Up when above 75% mental. Has a very strong Interest Down appeal. |
S-SSR3 Sakuya | Has Dance Room Mental. |
S-SSR9 Sakuya | 50% Da at half mental. |
S-SR3 Sakuya | AOE Stall Appeals that last for 2 turns. |
Yuika
Card | Notes |
---|---|
P-SSR1 Yuika | Alternative means of reaching low mental. And half Mental is all you need.
You might as well bring this alongside P-SSR5 Mamimi for more consistency. |
P-SSR2 Yuika | Strong appeal that can still do good damage without needing to be at low mental. Links into a 150% Dance Buff. |
P-SSR6 Yuika | Decent passives to strengthen early-game damage. Dance Buff lasts for 4 turns. |
P-SSR7 Yuika | Alternative means of reaching low mental, but -40% may prove to be too short. At least there's a dance buff.
However, you need at least 2500 to fully benefit off the massive 150% Da buff she provides. Currently has the strongest memory appeal out of the permanent Dantica options. |
P-SR3 Yuika | Dance appeal that scales off of low mental, and can Link into a 150% Dance. |
P-SR2 Yuika | Alternative means of reaching low mental. And half Mental is all you need.
But do note that this is a Vocal appeal. |
S-SR2 Yuika | Very solid 3.5x Dance Appeal. Caution the VoVi debuffs during the turn you Link Memory Appeal. |
S-SSR6 Yuika | Very good to have due to Unimas Mental and also providing another Dance Passive below 60% Mental.
Currently the only gacha perm dance support with a room stamina. |
S-SSR7 Yuika | Appeal scales off of low mental and lowers Interest for 3 Turns. |
Kiriko
Card | Notes |
---|---|
P-SSR1 Kiriko | Dance appeal with revive insurance. Links into 150% Dance buff. |
P-SSR2 Kiriko | Has a solid 60% Dance Passive provided you have active Mental Damage Cut.
You can supply this with S-SSR2 Kogane and/or S-SSR3 Sakuya |
P-SSR6 Kiriko | High Mental Uncap. Modern passives and has decent buffs for a perm. |
P-SR3 Kiriko | The Link Memory Appeal actually does more damage than a 3* P-SSR6 Sakuya's...
But then you'll be missing out on passives that other Kiriko cards provide. |
S-SSR2 Kiriko | Mainly used for Dance Room Stamina. |
S-SSR4 Kiriko | Room skills aren't as valuable compared to the Kiriko support above, but the 50% Dance Passive is still great to have. |
This team puts into use P-SSR6 Yuika and possible S-SSR8 Meguru passives and buffs to strengthen S-SSR3 Mamimi stall appeals in the earlygame.
The 40% Dance Buff from the former lasts for 4 turns, meaning you can make use of this in Turn 5.
The buff from that card or P-SR5 Kogane can also trigger S-SSR2 Asahi passive.
Drop your mental Turn 4 and fire off a Turn 5 Link Memory Appeal with your stream of S-SSR3 Mamimi passives among others.
You can also opt to use P-SSR1 Yuika over P-SSR5 Mamimi or the P-SSR6 Yuika and have access to two appeals that cut your mental.
Sample Turn Order
Turn 1 | S-SSR3 Mamimi / S-SR3 Sakuya / P-SSR6 Kiriko (15% Dance Buff & 20% Mental Damage Cut) |
Turn 2 | P-SSR6 Yuika (40% Dance Buff) / S-SR3 Sakuya |
Turn 3 | P-SR5 Kogane (80% Dance Buff) / S-SSR3 Mamimi / S-SSR8 Meguru / S-SSR2 Asahi / P-SSR6 Yuika (40% Dance Buff) |
Turn 4 | P-SSR5 Mamimi (-60% Mental & -15% Attn) |
Turn 5 | P-SSR6 Sakuya (Link Memory Appeal) |