Tower Of Fantasy F2P Starter Build – Shiro, Chakram of the Seas
In thisTower of Fantasy Build Guidewe’re going to be covering a basic burst DPSBuildthat focuses on the use of the (SRR) weapon,Chakram of the Seas.This weapon comes with the character or Simulacra, Shiro. This build is suited for a variety of content including world exploration, challenging world bosses, and joint operations. It’s also effective at ascending the floors in the endless mode, Bygone Phantasm. A build that won’t break the bank, perfect for getting started as a free-to-play player. ToF has an extensive playstyle for each weapon, and combining weapons to create a build is a bit complex. In this Build Guide I’ll explain how to get the most from this Build, so if you’ve been struggling to find a free-to-play starter build, then this Guide is for you.
Please note that characters in Tower of Fantasy are basically weapons, that come with a character skin. In the game we call these characters “Simulacra”, and at the moment seem to be cosmetic only. So in our guides, we will be using the term “Character” and “Weapon” simultaneously and interchangeably.
Shiro comes with the Chakram weapon, a weapon with good burst DPS, and AOE potential. She can also pull enemies towards her, effectively gathering them for better AOE and shotgun abilities. Shiro’s a physical DPS, with Grievous debuff, that synergizes well with burst playstyle.
As an SSR character, there’s no guarantee to get her fromgacha pulls. As a unit without a strong shatter or charge, she’s not the best pick from the SSR weapon selector. However if you have pulled her and not planning on rerolling your account, or you really just like her playstyle then this guide is for you. She is however recommended for the Bygone Phantasm, and can help you progress, so if you want get the most out of her read on!
The choice of additional weapons in the same weapon set always depends on what you get from Special Orders or summoning. Shiro usually plays a burst DPS, so she requires a sustained DPS weapon with a good charge, as well as a shield breaker.
All of the following have decent sustained charges: Zero, Tsubasa, Coco Ritter, and Pepper. The first three being SSR weapons, and Pepper being a cheap SR pick if you have nothing else. On the other hand, good shield breakers are King, Meryl, and Huma. With Huma doing more charge, and Meryl doing more damage. So you have a varied and flexible roster to select from, and if you don’t have any of them, consider picking one from the SSR selector Ticket.
The common passive of all Physical weapons is “Grievous”, which increases damage taken by enemies by 20% for 7 seconds. The trigger condition for it is a fully charged weapon, then attack enemies. It’s good for burst DPS on-field weapons and sustained off-field weapons. If you cast Tsubasa Discharge, then switch to Shiro and proc Grievous, both Tsubasa and Shiro will deal more damage.
Unlocking Advancement for SSR weapons inTower of Fantasyis hard, and takes a long time. But in case you get Shiro to five stars, you will extend Grievous’ duration doubling it to 14 seconds instead of the usual 7 seconds.
Shiro has average normal attacks, with very low modifiers. She throws small chakrams in a 5 attack combo, that goes very fast, has long range, and hits in a tiny AOE. However, the low modifiers make it very ineffective to spam normal attacks. Chakrams return to Shiro after reaching maximum the distance and can hit enemies again on its way back.
None of Shiro’s Advancement affects her normal attack as well, so there’s no reason to focus on this talent.
Shiro executes a Charged Attack by normal attacking twice and then holding the attack button. That way, she unleashes five penetrating chakrams forward, that goes out in a cone shape in front of the character. The cone path means it can hit the same target with all five chakrams if it’s in melee range. This is contrary to the false impression that Shiro is better at range.
Charged Attacks go fast enough, and it doesn’t consume endurance, so you can spam it. It’s still effective in AOE, as chakrams don’t stop at the first target, but penetrate it, and travel the maximum distance. So if you are out of dodges, you can always spam charged attacks.
With the Chakram weapon, there’s no plunge attack. Instead, Shiro can be suspended in the air, and perform three aerial combos, and keep attacking. Staying in the air consumes endurance, so you have to be mindful of this combo. However, it’s a situational talent, and shouldn’t be the first thing to try in a fight. It’s only useful against flying enemies in Tower of Fantasy, or against bosses that cause negative effects on the ground.
This is a powerful attack, that consumes even more endurance, but deals good damage and crowd control. Unlike charged attacks on the ground, you don’t have to go through aerial normal attacks to use the aerial charged attack. Instead, you can jump and hold the attack button to go straight into charged attack.
Air Spin deals a decent amount of damage, casts an AOE, and knocks targets up, which helps you control the enemies. It’s useful to use if you have enough endurance, and no other weapon needs to use this stamina.
On 45 seconds cooldown, you can activate Shiro skill to create Chakram Domain for 8 seconds. Chakram domain pulls enemies inside, and reduce their speed. On top of that, it fires 5 chakrams that bounce and chain from enemy to enemy 5 times. If you unleash more chakrams from the dodge skill, they also bounce for the duration.
It’s a burst DPS skill and the core mechanic of Shiro. The duration is too short, so you really need to maximize damage output within it. That’s another reason I prefer to use Tsubasa as support for Shiro, especially at 1 Star Tsubasa. The damage buff from Tsubasa capitalizes on the burst playstyle of Shiro, and you can take huge chunks of bosses health within a short amount of time.
If you manage to get Shiro to three stars, you can rest the cooldown of Shiro’s skill, and all other weapons skills. This magically switches the playstyle of Shiro into a more sustained DPS and shatter weapon. But this is not a goal for beginners, and you shouldn’t aim for it first. Advancement for other support weapons like Tsubasa is more important. Six Stars however, grants Shiro 100% crit chance for 8 seconds, so she will deal insane damage during her skill duration.
Dodge attacks are what you should spam within the duration of Shiro’s skill, Full Bloom. You can simply trigger Waning Moon by dodging and quickly pressing attack. Your character will throw one chakram that deals damage, then splits into three and keeps travelling. If you use a dodge attack within the Chakram’s domain created by Shiro skill, these split chakrams will bounce instead.
So each dodge skill adds three additional bouncing chakrams. And by default, character have three dodge charges, which you can save and use after using Shiro skill. That effectively adds 9 chakrams, on top of 5 initial ones.
Dodge skill also has a momentary stun, so it will help keep enemies controlled. That, on top of the slow and pull from the skill, enemies find it harder to cast skills or escape the kill zone.
Similar toEne, Shiro has a low charge rate, meaning she will find it hard to charge weapons. That, on top of playing a burst DPS, it renders staying on Shiro for a longer time inefficient. Usually, you will switch to Shiro when her skill cooldown is over; Typically after casting support buffs, and breaking most of the shields, regardless if Shiro’s discharge is full or not.
If you switch right before you fill the Charge meter, you can fill it and proc the Grievous passive while Shiro is on-field. That way, you do a full combo with higher damage.
Shiro’s Discharge has several chances to stun and deal good AOE damage. But you shouldn’t rely on it, as you can’t use it every single time.
Tower of Fantasy’s combat relies on using three weapons, and switching between them to create unique combos. So figuring out which weapons to use with Shiro, Chakram of the Seas is an important part of her build. As a general role, Shiro prefers a weapon set that has one with a high charge value, and one shield breaker. Shiro herself has a decent shatter value, but it’s usually not enough to justify building her as the shield breaker. So we focus on her burst DPS, and use another weapon with proper shatter value.
Molten Shield is an SSR heavy shield weapon that turns into a heavy axe on demand. It’s a versatile weapon that comes with the character Huma. Huma has a bit of everything, tanking, shattering, dealing damage, and charging. It’s a complicated weapon that deserves an entire guide on how to play it effectively. But overall, It’s best used for shield breaking, especially in Bygone Phantasm mode. Bygone Phantasm enemies regain their shields after 25-30 seconds, which is the same cooldown as Huma’s skill. So you can switch her in, shield break, switch out, to do DPS combo until enemies shield up, and repeat.
UnlikeEne, Huma doesn’t have a talent that grants Hyperbody, so she can be affected by crowd control. That, and the fact that it’s harder to time your dodges in Huma’s Axe form, makes it harder to face tank aggressive groups of enemies while their shields are up. So you have to either: rely on a perfect dodge to trigger Phantasia with another weapon, or break shields fast before enemies start to gang up on your character.
Usually, if you have Huma skill ready, the flame zone it leaves will do a lot of shattering in good AOE. So always time the skill for Huma when enemies start to regain their shields.
If you don’t pull a Molten shield from gacha, you can pick it from the SSR weapon selector. However, in case you need the selector to get a high-charge weapon for the third slot, you can use king’s, or Meryl’s weapon in her place. Though I still would recommend Huma over them, because she provides more than shatter. And in the late game, you might get more advancement for Shiro, and increase her own shield shatter. It’s best to use a shield breaker that provides more than a shatter value.
Icewind Arrow is a nice weapon that synergizes well with any team, as it provides generic damage buffs. The first buff comes from the one-star Advancement, and it adds a 5% damage bonus with each dodge attack, up to 15% for 15 seconds. It’s a useful buff for any DPS weapon, regardless of type or element. This buff is the reason why Tsubasa’s advancement one takes priority over your main DPS weapon. You should buy this as soon as possible with the use ofBlack Gold from the weapons shop.
The second buff comes from the Awakening effect, which increases Attack each time Tsubasa deals damage. Each stack gives 0.5% attack, and characters a gain max one stack per second, up to 15 stacks (at 1200 awakening points), or 30 stacks (at 4000 awakening points). Effect lasts 30 seconds, and the duration refreshes with each new stack gained. You can increase Tsubasa’s awakening points by giving her gifts, especially for her favorite ones.
In addition to buffs, Tsubasa has a high charge value, and can shoot from a range. It’s safer to have a fully ranged weapon, to keep charging while bosses do their massive AOE attacks. Having a bow weapon in this build is handy, and allows players to hit weak points or headshots if needed. So it adds a lot of versatility, not just damage and charge value.
You need to switch to Tsubasa when the weapon is fully charged to trigger Discharge. Tsubasa Discharge is extremely good at dealing damage over time, and freezes targets, to prepare for Shiro’s burst.
In Tower of Fantasy, Matrices are attachments that provide stat increase and more effects. Each weapon has four slots for Matrices, and Matrices come in all rarities. R and SR Matrices come with a 3-piece bonus, allowing only one set effect to be active at any time. While SSR Matrices come with two-piece and four-piece bonuses, so you can get two types of bonuses. These are either from the same set by using four pieces, or mixing two pieces of one set and matching with two pieces from another.
Early on in the game, you barely have access to any SSR Matrices. So focus on basic sets first, these ones should carry you to the endgame no problem.
As a physical DPS, the first set you will have access to is (R) Ravager, which gives a mere 6% physical damage. However, you can soon replace it with (SR) set for better stats and a set bonus. (SR) Sobek is always a good pick for DPS characters, as it provides more damage bonus based on the number of enemies nearby. You can farm it from world boss: Sobek, and it can carry you a long while.
(SR) Bai Ling is an option, but it focuses only on dealing more damage to Grievous targets. Grievous status doesn’t last forever on enemies, so it’s more conditional.
In endgame, you can use hybrid sets, with two pieces of (SSR) Samir set, which keep stacking damage with every hit. Then use two pieces of any other set you prefer, such as (SSR) Shiro, for damage and shatter, or (SSR) Huma for high damage bleed.
Free-to-play players will likely never get a six-star advancement on Shiro, which give a 100% critical rate. But if you somehow managed this, you can start using the Crow (SSR) two-piece set, for a massive critical damage bonus.
Huma or any shield breaker in her place can use powerful support sets. When you start with limited access to Matrices, you can use the Watcher (R) to increase flame damage. Soon you can replace it with an (SR) set. Whether it’s Sobek (SR) for personal damage, or Barbarossa (SR) for more damage for the next weapon you switch to after the wielder.
But depending on your exact playstyle, you might find more use in a set such as (SR) Pepper, which grants higher charge rate. This is meant for people who use Huma’s weapon to stay on the field longer and build charge.
When you finally transition into the SSR category, I highly advise using two pieces of the King (SSR) set, which provides a universal damage buff to the entire team after you shatter shields with the wielder. The damage buff also lasts for 25 seconds, which is the cooldown of enemies’ shields in Bygone Phantasm mode, so you can virtually have 100% uptime. These SSR pieces are the most important in the team, even more than SSR pieces on your main damage dealer. So prioritize getting them first. You can pair any suitable two piece set with the King (SSR), whether it’s using Shiro (SSR) for more shatter power, or Huma (SSR).
If you place Tsubasa on your team, you are using her to charge, support buffs, and single target damage. You can start off with Cyberrhino (R) for a small frost damage increase. Then transition to Pepper (SR) once you get it, especially with the game giving every player an entire four piece (SR) Pepper set for free. It’s the safest and most straightforward set on Tsubasa, and has no unique conditions to meet.
In endgame, when you finally be able to farm SSR pieces, Tsubasa is the least of your worries. You only farm matrices for Tsubasa’s weapon after your other weapons are fully equipped, since Tsubasa works with a charge set just fine. If you are starting to get excess SSR pieces, you may consider using DPS hybrid sets. Samir’s (SSR) two-piece set, and two pieces of Shiro’s (SSR) provides a decent combo for more damage multiplier.
That wraps up ourShiro, Chakram of the Seas Build Guidefor Tower of Fantasy. Be sure to stay tuned for moreTower of Fantasy Guidesin the next weeks, as we will be putting together moreBuild Guides,andGame Systems guides.And don’t forget to check out ourTower Of Fantasy Gacha System ExplainedandF2P Starter Build – Ene, the Ice Pummeler
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