Limit Breaking and Elements



courtesy of /u/ianflip

Current and Upcoming Content
Current and Upcoming content is usually a decisive factor in determining whether or not the player should be limit breaking a finisher. Usually the element of an event is a huge contributor to a viable clear rate, because harder events such as Ares Realm are extremely difficult without an advantageous element finisher. For example, for an event such as Ares Realm (Barbatos), limit breaking a Water Finisher to beat Barbatos, a Fire Element Enemy, is a good choice. However, it's important to note that if the player already has a finisher of that element, that it might not be necessary to limit break a new one. To demonstrate, [Ruler of the Four] Milla is weaker than [Recovered Memories] P. Kanonno because Milla has older passives and a lower attack stat and therefore even if the player has already limit broken Milla, it might be suggested that player limit break Kanonno as a replacement -- but only if Milla isn't sufficient to beat an event. Check the Announcements in the game, the Event Timeline or the | Tales of Link Reddit for information about upcoming events.

Finisher Coverage
Aside from upcoming content, it is also important to have a wide range of coverage for elements and types of finishers. If the player does not have a finisher for Earth, it would be a good idea to create one, if possible, as long as no event requires the finisher to be another element. For example if the player has 3 copies of Earth and 2 copies of Fire [Tested Adventurer] Sara, but they already have Fire [Celestial Scholar] Sorey, Sara should ideally be limit broken to earth.

Disadvantages and Advantages of Elements
Elements are huge influences in Tales of Link, they can mean the difference between being able to clear something easily and not being able to clear it at all. Advantageous elements grant a 1.5X multiplier for the damage of a unit and an additional 1.5X multiplier if the weapon is also advantageous, as well as a .75X modifier to damage dealt to the player by enemy units if the unit hit is of the stronger element. However, in order for a unit to "count" as an element, the player must equip a Guardian of that element in one of the three Guardian slots. For more information on Elements and Guardians, check the Battle Mechanics guide for more information!

Damage Optimization
Damage optimization of the finisher is simple; the player only requires one elemental weapon that is advantageous against the target, and the strongest weapon they have that is not disadvantageous against the enemy. This maximizes your damage potential while retaining the elemental advantage bonus. For example if the player's finisher is Water Element [Celestial Scholar] Sorey, and if they have all the "Key of Weapon" Weapons and God Eater Weapons, then, up against Van (Fire), the player should ideally use Kusharama Glacia ++ from the Key of Weapon and a Slash God Eater Weapon (God Arc Volitional ++) because the God Eater Weapon boosts attack with its passive, it isn't disadvantageous and has high attack.

Note: For a list of gear check, Gear.

Additional Tips

 * If there is no need to limit break immediately, it is often best to hang on to multiple copies of a finisher and wait for an event to come up before limit breaking them.
 * Duplicates of certain units can be useful and can also be kept, rather than used as limit break material. For example, [Enlightened Warrior Asbel] is a very good unit for tanking, so keeping a few around is a good choice.
 * Keep multiple different types and elements of SA units to cover as many situations as possible in order to be prepared for any events that may pop up.
 * Keep all Arte Healers and Delayers separate -- it's likely that they will be useful in the future. Additionally, it would also be good to consider keeping Link Boosters separate to maximize potential starting LC. Ultimately, it depends whether the copies are necessary. For example if you have 11 Link Boost units of the same type, same Link Boost level and a few duplicates of those units, it may not be necessary to keep them all since a party can only take advantage of nine units at a time.