The Mercurial Gauntlet is a pure DPS check and the player’s best opportunity to showcase weapon mastery and Skill usage. Even without the threat of imminent death, Roy poses a significant challenge, requiring one’s best equipment and optimized weapon combos. Some notes about the Treasury’s playful dragon:
Roy’s claps can be iframed
Do not bring healers.
Look for when his arms are raised.
Claps between 15 second intervals. For Lv. 1 - 40, there are three claps total at ~0:16, ~0:31, and ~0:46.
If immobilized by status prior to a clap, Roy will attack immediately after regaining his senses.
Roy is susceptible to all status and does not inflict status.
Later on, he does gain resistances that scale off his level.
The Mercurial Gauntlet is largely auto-battle-able until around Level 15.
Manually controlling Adventurers often yields superior DPS and SP gain, as the AI will not Force Strike or dodge to cancel long attack animations. These player-controlled optimizations will be crucial down the line as Roy's health grows. The early Gauntlet levels are easily auto-battle-able using most any powered-up team, with preference to those with status and/or 2 damage skills. Some notable 3★ Adventurers include:
Elisanne is highly recommended for her massive Strength buff and short cast time. With three casts from a friend, Helper Brave Bastion will be active for up to 45 seconds of a level’s given minute. Helper Skills will be the primary method of iframing Roy’s claps, which occur at the 0:46, 0:31, and 0:16 marks. Melody is also a suitable stand-in if Helper Elisannes are exhausted. Alternatives for early levels include any Skills with immobilizing status or Bleed.
Caution: Using any Helper Skill will reset combo counts to zero, regardless of cast time. For this reason, relying on Wyrmprints like Flash of Genius may not be ideal.
Lv. 21 - 40 (Wind)
Easy mode is over. As Roy’s HP bar grows, so does the amount of min-maxing required. These levels will truly test a player’s equipment and ability to microadjust. Do not be discouraged, as a team of fully unbound 5★ Adventurers is far from necessary. In actuality, a full Flame team isn’t mandatory, and Level 40 can be cleared solely with Ifrit and a handful of 5★ Tier 3 weapons.
If lacking a MUB 5★ STR dragon or multiple MUB Ifrits, using a fully promoted Melody or Elisanne as a fourth teammate is highly recommended. Core 5★T3 weapons are encouraged on as many allies as possible, though they don't have to be fully unbound. At the very least, teammates should be given MUB 4★T3 weapons. For the following strategy, Sword users should run Skill Damage Wyrmprints such as The Shining Overlord paired with either Stellar Show or The Warrioresses for increased Force Strike damage.
Sword Lead Strat (Euden)
Although the AI is capable of Force Striking during Overdrive, manually controlling a Sword character is the optimal way to maximize DPS. Immediately pop Helper Brave Bastion to start the fight. Damage involves a repetition of 2 combo + Force Strike sequence. Use Skills off cooldown and iframe claps with Helper Brave Bastion, then Transform after Break at roughly the ~0:30 - 0:35 mark. Note, players with Elisanne in their party may wish to switch to her and Transform into Leviathan or High Mercury to inflict Bog. Use a Skill to iframe the final clap, continuing to use 2c + FS until Roy relents.
Marth Lead Strat (Last Boost)
Proceed as normal, but withhold using Helper Brave Bastion until Roy’s first and second claps. Unload all available Skills before 0:16, then intentionally tank the third clap. Lowering Marth below 30% HP is crucial for activating Last Boost, which provides a massive burst as twelve Skills ready at once. For this reason, Transforming during Break is not necessary, as Marth must be vulnerable by the 0:16 mark. Note, Roy must be in Overdrive for the clap to drop Marth into Last Boost range. At this point, the player may either Transform or continue using the 2 combo + FS sequence to eke out the last bit of Roy’s HP.
Lv. 21 - 40 (Flame)
Despite the massive 50% damage boost offered by Bog, it becomes significantly harder to use as Roy grows stronger. Because of how afflictions work in Dragalia, every application increases a unit’s Res to that affliction by 20%.
|Lv. 11+||Lv. 21+||Lv. 31+|
Xander: Highest individual DPS, see below.
Karina: Like Xander, her Skill 1 is enhanced by the number of buffs she has. When equipped with Kung Fu Masters and Flower in the Fray, her DPS is just below Xander’s. May be replaced with Pietro for similar damage.
Elisanne: As previously explained, her STR buffs are invaluable for their potency and high uptime.
Lily: Her Skill Damage Co-Ability is welcomed, and she can easily maintain 100% HP against Roy. May be replaced with Dragonyule Xander if running without standard Xander.
DY Cleo: Though her DPS is only average, both Energy and Skill Shift buffs help to enhance the Skill 1’s of Xander and Karina.
Celliera: Also fairly average regarding damage, but her Co-Ability provides a solid 10% STR boost that may come in handy.
Xander Lead Strat
Xander follows the same strategy as the Wind levels, employing 2c + FS as the general purpose damage sequence. Because of his Force Strike passive, Xander can replace Stellar Show with Jewels of the Sun or Bonds Between Worlds. Skill Haste or Skill Prep take priority because over half of his DPS comes from his two damage Skills (three with Eoantide).
After breaking around the 0:30 mark, pop a Helper Brave Bastion if not already on cooldown. Transform into Leviathan and 2 combo + Skill 1 right off the bat. Now that Roy is Bogged, use the 2c + dodge cancel sequence for optimal DPS. High Mercury may also be used to apply Bog. While Transformed, iframe the last clap using a Helper Brave Bastion to optimize Dragon DPS. Return to damage as usual using 2c + FS to finish Roy off.
Lv. 41 - 50 (General)
With 2 minutes on the clock and seven total claps to play around, Helper Brave Bastions must be carefully budgeted. There is some silver lining in that a second Transformation is possible towards the tail end of the fight, allowing powerhouses like Cerberus and Leviathan to finish off strong.
Due to the wide variance between lead adventurers their SP costs, players will have to conduct trial runs to determine ideal Skill usage. As a general tip, it’s best to use Skills off cooldown unless another Skill won’t be ready within ~5 - 8 seconds of an imminent clap. In most cases, holding onto a Skill is worth the lost DPS in order to avoid clap damage. Since there’s usually no way to heal, tanking a clap would permanently remove the effects of %HP Wyrmprints and Adventurer passives.
Recommended Brave Bastion usage generally centers around Transformations that take place during or just before Break. Since Dragon Skills are often used immediately upon Transforming, the only way to save teammates from claps is by using a Helper Skill. As such, optimal budgeting involves saving two Brave Bastions, casting one sometime prior to Transforming followed by another cast just before Dragon form ends.
Despite the lack of elemental advantage, Ieyasu equipped with Shinobi is a powerful DPS filler for his powerful Crits and Bleed. If stuck on a level, successive runs will eventually result in a high Crit roll and subsequent victory.
Regarding Wind Lv. 41 - 50
The usual Sword strats fall off significantly due to the extended timer. Many successful Lv. 50 clear teams involve similar structures:
- Elisanne - Premier offensive support. By manually controlling Eli's weapon combos, Brave Bastion reaches optimal uptime. During or just prior to Break, switch to a DPS adventurer and Transform.
- Sarisse - Brings top tier DPS, team support and a Skill Haste Co-Ability, which is crucial to tightening Eli's basic attack chains.
- Wand user (50 mana circles) - Student Maribelle is preferred for her raw damage, but Sinoa's erratic support is an adequate stand-in. The focus remains on the flat 15% Skill Damage granted by their Wand Co-Ability.
- DPS - Two picks in particular stand out: Ramona and Mikoto. Both sport considerable Crit Damage and are among the strongest of the entire Flame roster. Ramona gains substantial support if running with an allied Rena since both of their Primed Abilities combo to give Ramona +23%STR/15%DEF at once. Note: if running the two sisters together, Rena should be manually controlled so as to properly double-cast her Skill 1.
Clearing levels will award a slew of upgrade materials, most notably an abundance of Twinkling Sands for crafting more Core 5★ weapons. A single Sunlight Stone is the crown jewel, obtained after clearing Lv. 39. This is the equivalent of rolling a dupe of any chosen 5★ Dragon and should be the ultimate goal for any players looking to conquer every element of the Mercurial Gauntlet.