Irregular
Irregular
Sharon survives really well and provides useful buffs to your DPS unit, including a massive survivability buff.
The Energy she gives to the linked ally is not too high, but it is still good.
She needs Revo 5 to provide good survivability, and will need other supporting units before then.
Sharon becomes invincible and materializes the Marine Fairy Swords in the air, attacking enemies to deal 300% of her ATK as DMG 10 times.
If the target has a Barrier, instantly destroys it and deals 2,000% of her DEF as additional DMG.
For 10 sec after using the skill, DMG Taken per hit cannot exceed 2% of her Max HP, and enemies who attack Sharon or the guarded ally are struck by Guardian Blades, dealing 800% of her DEF as DMG and Locking them for 2 sec.
Sharon reinforces her own body for 15 sec, increasing ATK and DEF by 200%, Swiftness by 40, and applies a Crystal Mark that lasts 10 sec to enemies hit by her attacks (up to 1 mark).
Marked target's Critical Hit Resistance decreases by 30% and when a guarded ally attacks the target, deals damage with an ATK coefficient increased by 200%.
This skill cannot be reactivated while Body Reinforcement is active.
Sharon becomes immune to status effects and jumps into the air to unleash a concentrated Sword Energy Strike at enemies.
The Piercing Sword Energy deals 300% of her ATK as DMG and Knocks the target Down for 2 sec, followed by 6 hits of Shinsu Slash dealing 200% of her ATK as DMG each.
Hit targets are weakened for 10 sec, increasing Sharon's and the guarded ally's ATK by 100% and Critical Hit Rate by 40% when they attack the target.
At the start of the battle, guards the ally with the highest ATK, attacking the enemy targeted by that ally and taking 50% of the DMG Taken in their place.
If Sharon or the guarded ally take DMG reducing the HP below 30% during the battle, recovers 100% Energy and enhances the guard, making her and the target Invincible for 2 sec and recovers HP equal to 1,000% of her DEF. Then she takes 100% of the target's DMG Taken for 10 sec. (Cooldown: 20 sec)
Lifesteal
Crystal Marks applied to enemies cannot be removed by debuff removal skills.
Every time enemies marked with Crystal Mark are hit by Sharon or the guarded ally, decreases the remaining cooldown of Special Skill: Ari's Willpower by 1 sec.
Every time enemies marked with Crystal Mark are hit by Sharon or the guarded ally, recovers the attacker's HP by 5% of their Max HP.
Every time enemies marked with Crystal Mark are hit by guarded ally, the guarded ally recovers 100 Energy.
Special Skill: Ari's Willpower is enhanced to apply ATK, DEF, and Swiftness Increase buffs to the guarded ally as well, and decreases her DMG Taken by 40% while Body Reinforcement is active.
Sharon's Guard Enhancement cooldown decreases by 5 sec.
Additionally, when Guard Enhancement activates, she Provokes nearby enemies for 5 sec and increases ATK and DEF of herself and the guarded ally by 50% (Max: 3 stacks).
Sharon's DEF increases by 120% and Effect Resistance by 100 in Arenas.
(Cannot be removed with buff removal skills.)
For detailed information on which investment is needed, please refer to the "Investment Guide" section.
Runda is overall the most useful set she can wear, as it provides Energy and a Barrier for herself and the rest of the team, and thanks to the Damage Taken cap this barrier will last long enough on Sharon.
Myeongwol is the second best option if she has Revolution 5 unlocked, but the uptime on the HP Recovery Block and the Energy Recovery Block is rather short.
Rafflesia is also a good alternative, as it will protect her from Status Effects, but that's about all it will do.
Bari is a solid pick at 0 dupes, but I wouldn't use it on an R5 Sharon.
For detailed information on stats and upgrades, please check the Investment Guide section below.
Survivability for the Highest ATK unit, Energy Recovery, ATK Coefficient Increase, Critical Hit Rate Increase, Barrier Break
Nothing
Enemies with a lot of multi-hits, but it's not that big of a deal anyway
Anyone, it depends more on the DPS you play her with
These are just example teams and are by no means the best possible combinations. We avoid using units that are not easily obtainable or common.
Deficit < 350
S
Deficit > 350
A+
+30
Lv. 4
+0
+0
+0
+0
+0
+0
+0
+0
Effect Resistance+0
Physical ResistanceMagic Resistance, Physical Resistance, Effect Resistance, Effect Hit, ACC, EVA
If your deficit is too high and Resistance builds don't work anymore, you can ignore them entirely.
The downtime on the passive is a bit too long, but the overall value of her kit is still decent. This issue will persist until Revolution 5.
Deficit < 350
Irregular
Deficit > 350
Irregular
+35
Lv. 6
+0
+0
+0
+5
+16
+12
+12
+16
Effect Resistance+16
Physical ResistanceMagic Resistance, Physical Resistance, Effect Resistance, Effect Hit, ACC, EVA
If your deficit is too high and Resistance builds don't work anymore, you can ignore them entirely.
Deficit < 350
Irregular
Deficit > 350
Irregular
+40
Lv. 6
+0
+0
+0
+5
+20
+20
+20
+20
Effect Resistance+20
Physical ResistanceMagic Resistance, Physical Resistance, Effect Resistance, Effect Hit, ACC, EVA
If your deficit is too high and Resistance builds don't work anymore, you can ignore them entirely.