Welcome to our guide for Dragon Eclipse, where we will be delving into the world of Mystlings and uncovering the best team building strategies for success! Through exploring each Mystling and their unique abilities, you will learn how to create the strongest team for your gaming adventures. Let’s get started!
Overview & Disclaimer
Welcome to my guide to the Mystlings of Dragon Eclipse!
Mystlings are the adorable and powerful monster creatures you collect, evolve, and fight your battles with. Each one is unique, and has different strengths and weaknesses. Combining their powers to create a strong synergistic team will be the key to your success in stopping the Eclipse!
This guide will go over each Mystling abilities, some potential Mystlings and Tamers they do or don’t work well with, and some Blessings they want to see during your run.
DISCLAIMER
This guide is has been updated as of the 9/13/24 build of the game. The contents of this guide are subject to change at any time in the future, and may not accurately reflect the current state of the game.
The suggestions made in the guide are based on my personal experiences, and are by no means meant to be the only successful strategies for each Mystling. The guide is meant to help get you started playing the game with each Mystling, and offer suggestions if you are having difficulties finding success with certain Mystlings.
Remember to keep an open mind, and let’s jump into it!
Pinequeak
Pinequeak is a versatile Mystling that can handle being a lead or back row support pretty well. You can use his activation, as well as his 0 cost signature card, to deal some extra damage at random to your enemies. Every time Pinequeak takes damage, another Blind Anger card will be added to your hand.
Naturally, being in the lead spot on the team you’re the target for more attacks. So being up front can help add a lot of nice bonus damage for your team. Just be sure to keep a close eye on Pinequeak’s HP. They need to take unblocked damage in order to get a Blind Rage card, so taking too many big hits can do more harm than good for your strategy.
Pinequeak starts with an ok power stat of 2, which upon activating or using Blind Anger will only deal an extra 1 damage to enemies until you raise his power. If you want to use Pinequeak as a lead damage dealer, it’s vital to raise his power as soon as you can.
After evolving, Pinequeak will have access to these new options.
Blind Anger gets a very nice upgrade to a free attack at full power instead of 50%! Free attacks are always very welcome, but keep in mind you don’t get to choose who does the attacking. So having other Mystlings with decent power stats will keep you from attacking with 0 damage.
The first Talent upgrade allows Pinequeak to add 2 unupgraded Blind Angers to your hand when taking damage. This isn’t always a great choice. Having 2 free 50% attacks is almost the same as 1 100% attack, except you attack with a random Mystling for each card. And depending on how powerful your team is, you’ll most likely end up dealing less damage with this option. But it could be a good way to fill your hand size with cards if you are using Iceling to attack, or like using cards with discard effects!
The second Talent upgrade is increasing Pinequeak’s max HP by 20. Not a bad option for a Mystling that wants to take some hits here and there. Pretty straight forward, take this if you feel like you need the health.
The third Talent upgrade increases Pinequeak’s power by 4! If you’ve been using him as your main damage dealer, this is easily the best choice. Pinequeak can become a scary strong attacker when stacked with a lot of power.
Suggested Mystlings
Luminesca
Lumi makes a great support for Pinequeak! Lumi has the most consistent healing option for other Mystlings in the game currently, and also gives a good strength buff. Being able to heal Pinequeak a little each round will let you keep up the aggression much longer with Blind Angers.
Golomo
Golomo is a great choice for agressive teams. Stacking vulnerable onto enemies to increase your damage is amazing! Golomo also doesn’t really mind taking hits either with their self revive giving them a 50% heal once per battle. So you can use your energy on more attacks and less shields if you wish.
Emberling
When Emberling activates, he hits each of your team mates for 1 damage. Which, if Pinequeak gets hit by, adds a free Blind Anger to your hand! Emberling’s signature card is also great for dealing a lot of damage as well, making him a good partner.
Iceling
As mentioned earlier, adding Blind Angers to your hand can quickly increase you hand size, and also Iceling’s power! If Iceling ends up attacking from the Blind Anger cards, he’ll usually deal a nice chunk of damage for free.
Glarexus
Glarexus can sit in the back row building up shields, and then swap in to the front when Pinequeak needs a break from getting hit. Glarexus also has a healing card that can help keep Pinequeak healthy once per combat.
Suggested Tamers
Barabara Prime
Barbara will double the damage of your whole team for the first round of combat. Which is pretty strong if you have a built up Pinequeak and a lot of Blind Angers.
Philip Phillips
If you have Pinequeak in the back row at the end of the round, Philip will let Pinequeak activate twice, increasing your teams damage output. Combined with Fale, that’s 4 50% damage attacks!
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Odd Weight: Every third time attacked, draw 1
- Evil Agreement: Increase power by 3. Mystling cannot be revived any more
- Heart-Shaped Crystal: Increase max HP by 13
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Titanium Bead: Increase power by 1 for each team member still alive
- Heavy Amulet: Every time Mystling is attacked, gain 3 strength
- Glowing Box: Every 5th time hurt, gain 1 energy
- Floating Stone: Gain 3 insulate
- Poisoned Totem: After attacking apply 2 vulnerable
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Life Absorber: Every KO increase max HP by 2
- Cursed Earring: When attacked, apply vulnerable to front enemy
- Fiery Aura: When hurt, apply 1 vulnerable to all enemies
- Life Seed: Every 5th activation, heal 3 HP to lowest health Mystling
- Symbiotic Flower: When hurt, draw 1 card
Additional Notes
Pinequeak can be a powerful attacker if you evolve him with Randy’s passive. Just be very cautious about taking damage, as Pinequeak won’t be able to heal if evolved this way. Making his Blind Anger play style take more of a back seat.
Pinequeak plays well with just about any Mystling, so there aren’t really any you need to avoid, which is great. Pinequeak is a versatile Mystling that can fill in a support or damage role on a team quite nicely.
Iceling
Iceling is a mixed back row support and lead Mystling. On activation, Iceling will give the lead Mystling 1 strength, even if he’s in the front. Iceling is also unique in the fact that his talent will give him bonus power based on the number of cards you have in your hand. Iceling will start with 0 power, and gain up to 9 with a full hand of cards. Every card used will lower Iceling’s power by 1, so the order you play your cards can matter with Iceling.
As a back row support, you’ll want to activate Iceling as much as you can to really stack the strength buffs high. Strength stacks reset at the start of every round, so having a consistent way to activate often will help keep up the damage. Iceling’s signature card, Snowball, is also a great support tool! It allows you to stun a target, delaying their current action until next round. It has a very high cost of 3 energy, so be sure to use it wisely to not waste all of your energy during your turn. But in situations where there is only 1 enemy left, it’s pretty safe to use it every time you draw it!
As an attacking lead, Iceling will want to draw as many cards as possible each turn. Look for cards with high card draw, and avoid cards with discard effects. Just keep in mind the order in which you play your cards will affect how much damage you will deal. At the end of your turn, you’ll discard your hand before attacking, which is really unfortunate for Iceling. That means he will lose the bonus power from your cards, and go back down to his base power and strength buffs. Having Prowler on your team can help draw a few extra cards before its time to attack with Iceling, and get a small card bonus to your damage.
After evolving, Iceling gets access to these options.
The cost of Snowball goes down to 2, which is huge! This makes it much easier to play with other cards during your turn.
The first talent upgrade lets you draw 4 additional cards on your first turn only. This can be really good for a lead Iceling, giving you 4 bonus damage for your first turn. This is also good as a support option, letting you see more of the cards in your deck and offering you more options. This option is good for those looking to try and finish fights quickly.
The second talent option can be really powerful with the right setup! Any strength that the lead Mystling has at the end of the round gets doubled. Combined with the Infernal Root Blessing, you can keep all of your strength stacks every turn! However, if you aren’t building a lot of strength stacks on your lead before you end your turn, this may not due much for your team. 0 multiplied by 2 is still 0 after all.
The third talent option stuns all enemies for the first turn of battle. Pretty straight forward and strong, allowing your to get in a free turn before the enemies have a chance to fight back is great!
Suggested Mystlings
Fale
Whether you’re using Iceling in the back or the lead, Fale can help Iceling build up more strength stacks per turn.
Prowler
On activation, Prowler will draw a card, which Iceling loves as an attacker. Combine Prowler and Fale together, and you can draw multiple cards right before Iceling attacks for some nice bonus damage.
Luminesca
If strength stacks is how you want to play, Lumi can be another good way to build them up on your lead. Just note that Lumi can only activate once per turn if you have an activation focused team.
Frogmar
I like to use Iceling and Fale to buff up a Frogmar lead. You can build up strength stacks super fast this way, and hit incredibly hard!
Suggested Tamers
Philip Phillips
Getting double the amount of activations every turn really helps Iceling in either role you have him in. Combined with Fale, Prowler, or both, you can draw a lot of cards or build up a lot of strength stacks.
Deckard Cardwell
Deckard lets you have 4 starting energy to use each turn. This allows you to use Snowball more often, without completely draining all of your energy each turn.
Arcana DeFault
Arcana can grab a lot of cards for free, and can build up a large deck size. If you have a large deck and like to draw a lot of cards for consistency, Iceling can benefit from that card draw.
Barbara Prime
Barabara focuses on an aggressive turn one play style. All of the bonus damage Iceling builds up is then doubled on the first turn by Barbara, making for a really strong start to each combat. Each of Icelings talent upgrades synergize really well with a turn one play style as well.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Evil Agreement: Increase power by 3. Mystling cannot be revived any more
- Backup Deck: Start of battle, draw 3 cards
- Heavy Amulet: Every time you’re attacked, gain 3 strength
- Infernal Root: Keep half of your strength stacks at the start of the round
- Rage Doubler: Every KO, double your strength
- Energy Absorber: Every KO, gain 1 energy
- Cards Stockbook: Every 3rd attack, draw 1
- Force Catalyst: Whenever you gain strength, gain 1 more
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Titanium Bead: Increase power by 1 for each team member still alive
- Poisoned Totem: After attacking apply 2 vulnerable
- Life Absorber: Every KO increase max HP by 2
- Cursed Earring: When attacked, apply vulnerable to front enemy
- Helping Dagger: Every activation, apply 1 vulnerable on random enemy
- Wisdom Ruby: Every 2nd activation, apply 1 strength to Mystling ahead
Additional Notes
Overall, Iceling can be a really good addition to just about any team. He shines the most on teams that want to activate often, and falls a little behind on teams that can’t. Having 0 base power as a lead means he relies a lot on other Mystlings to help him deal damage at the end of the round. However, Iceling can deal really good damage during the round, usually having more power than most Mystlings with a 5 card hand each turn.
1 Strength on activation can feel a little underwhelming if you can’t activate many times. Meaning sometimes it might be best to use another support than Iceling if that’s not a focus for the team.
But on the right team, and with the right Blessings, Iceling can be really fun to use!
Golomo
Golomo is an Earth golem that has the ability to revive themselves to 50% HP after fainting, once per battle. On activation, Golomo will apply 1 stack of vulnerable on the front enemy. With a good amount of HP and power, and a really good debuff ability, Golomo can feel right at home as a support, or as a tanky lead.
As a support, you’ll want to be activation Golomo as much as possible to get the full effect of the vulnerable stacks. Vulnerable will added the total stack number to the next damage amount that enemy will take, then reduce the stack by 1. It even persists between rounds, and will only decrease if the target takes damage. This is one of the best ways to deal damage in the game. This makes Golomo a very strong support for any team!
As a tank lead, Golomo has the ability to revive themselves, so they don’t mind taking too many hits if needed. This can be similar to Bolb, who also has a more damage absorbing play style as a lead. However, with the amount of really powerful and fun Blessings that give bonuses when a Mystling faints, it offers a really fun play style to let Golomo faint as many times as possible each combat to maximize those bonuses.
Golomo’s signature card, Stone Storm, is a 1 cost attack that deals 1 damage to the user, and attacks 3 times for 50% damage. This is a 150% attack at base, and when combined with vulnerable stacks, increases that damage even further! A really good risk vs reward card.
After evolving, Golomo has access to these talent upgrade options.
Stone Storm changes from 3 50% attacks, to 2 full attacks, making it a 200% attack before vulnerable stacks are factored in! It still retains it’s 1 damage to the user cost, but this is still stronger than the Annoy card that would hurst the user for 2 and deal 150% damage unupgraded.
The first talent upgrade gives Golomo an additional revive per battle. This can be really good if you are building a team strategy around making Golomo faint on purpose. Giving you another chance to activate your Blessings each combat. It’s also good as a tanking option, giving you more health to make more mistakes with.
The second talent upgrade gives Golomo permanent multistrike. If Golomo is your main damage dealer, this can be incredibly powerful, basically doubling your damage before adding in vulnerable stacks! This can be a better option than the first upgrade even on a revive team in some situations. All depending on how much power scaling you have on Golomo at the time of evolving. The stronger Golomo is, the more you should take this.
The third talent upgrade will double all enemies vulnerable stacks when Golomo faints. If you have the ability to stack a lot of vulnerable on enemies, this is almost a must pick. I cannot stress enough how powerful having high vulnerable stacks on your enemies is. You could potentially one turn bosses with the right setups. A well timed faint on Golomo can turn the tide of battle very quickly with this one.
Suggested Mystlings
Pinequeak
Pinequeak likes to play very aggressively, and benefits a lot from the vulnerable stacks. Also, using Stone Storm on Pinequeak will trigger his passive to give you a free Blind Anger card to attack for free!
Fale
Being able to activate Golomo more is something you want to do. He can even give Golomo an additional revive to 1 HP every combat, giving you even more revives for your Blessings! Fale is a really strong choice as your second back row Mystling if you’re playing either support or tank Golomo. Giving Fale the Soul Twine Blessing can cause your whole team to activate twice after Golomo faints!
Bolb
Bolb can be an interesting buddy that you can swap around between the lead and back. Both Bolb and Golomo don’t mind taking hits, so you can play a little more aggressive, and shield a little less often.
Eftus
Eftus can also apply vulnerable with his Fishing Time card. He can be a good lead for a support Golomo, taking advantage of the vulnerable stacks to increase his last hit potential and net you some free Mystberries!
Suggested Tamers
Philip Phillips
Want to activate as much as possible? Philip is the go-to Tamer for that. Put Fale and Golomo in the back, and you’ll be able to apply 4 vulnerable stacks at the end of each turn!
Randy the Reckless
If Golomo evolves from Randy’s passive, you can get access to Golomo’s really strong talent upgrades right away. Can’t heal anymore because of Randy? Who cares! Just faint and revive back to half HP!
Barbara Prime
Barbara can help your team deal double damage on your first turn. When paired with Stone Storm, that’s 3 full powered attacks before adding in vulnerable!
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Fire Ashes: After reviving, gain 1 permanent power
- Emergency Bag: After fainting, gain 2 Mystberries
- Life Ornament: After fainting, heal other Mystlings for 4 HP
- Ointment Bottle: Revive this Mystling for free
- Odd Weight: Every third time attacked, draw 1
- Heart-Shaped Crystal: Increase max HP by 13
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Titanium Bead: Increase power by 1 for each team member still alive
- Heavy Amulet: Every time Mystling is attacked, gain 3 strength
- Glowing Box: Every 5th time hurt, gain 1 energy
- Poisoned Totem: After attacking apply 2 vulnerable
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Life Absorber: Every KO increase max HP by 2
- Cursed Earring: When attacked, apply vulnerable to front enemy
- Fiery Aura: When hurt, apply 1 vulnerable to all enemies
- Life Seed: Every 5th activation, heal 3 HP to lowest health Mystling
- Symbiotic Flower: When hurt, draw 1 card
- Helping Dagger: Every activation, apply 1 vulnerable to a random enemy
- Anger Connector: After fainting, apply 6 vulnerable to enemy that fainted it
Additional Notes
The Mystic Horn Blessing will give 1 multistrike the turn after any of your Mystlings faint. This will not give multistrike to Golomo if they have it, probably due to being fainted when it would trigger. This is a good option for another Mystling on your team though.
Golomo can be a ton of fun to use on a lot of teams. It’s the best candidate for just about any of the revive Blessings thanks to it’s passive revive ability. This can change the way you play completely and is a nice change of pace from the more slow and passive play styles.
Be warned! If building a revive team, you better pray your final boss is not Umbra! Umbra will gain a lot of power each time one of your Mystlings faint! But if you do run into the boss, just slow down your play, and delay reviving for as long as you can.
Glarexus
Glarexus is a supportive tank Mystling focused on shields and healing. Glarexus will gain 3 shields on activation, and only lose 4 shields at the end of the round instead of all of them. Having a high HP stat and an ok power stat, you’ll often swap Glarexus around to wherever his is need the most that turn.
Soothing Light can offer a small amount of healing once per combat to any Mystling that may have taken damage, at a relatively low cost. So even if something does manage to break through your defenses, Glarexus will have your back!
You’ll probably want to start Glarexus in the back row, so he can start activating and get some shields built up. This works best when partnered up with Fale, who can help increase the amount of shields Glarexus gains each turn passively. If you don’t have Fale on the team, starting Glarexus in the lead spot is just fine too. Don’t be afraid to swap Glarexus around to block incoming damage in any spot, not just the front!
When using Glarexus, keep an eye out for the Shield Slam card! This will allow you to deal damage based on the amount of shields you currently have. If you can build up a lot of shields on Glarexus, this card can help you deal a ton of damage!
After evolving, Glarexus gets access to these talent upgrade options.
Soothing Light doubles the amount of healing from 2 to 4 HP once per combat for 1 energy. More healing is always welcome, no matter the amount.
The first talent upgrade lets Glarexus keep all of his shields each round. This can be really good for passive shield building. You’ll find yourself able to block a lot more damage with this upgrade, a strong choice!
The second talent upgrade lets Glarexus deal 20% of his total shields as damage to the front enemy. This will deal damage regardless if he is in the lead spot or not. If you have Glarexus building up a lot of shields, this can be some nice free damage every turn if you’re finding it hard to deal damage otherwise.
The third talent upgrade is even more passive damage. For every 5 full damage blocked with shields, Glarexus will deal 1 damage back to his attacker. I find this one to be a little underwhelming honestly. Mystlings like Bolb or Lear have similar return damage effects that deal more damage back. This one is less risk, so it only makes sense it has less reward. Either way, it’s an option for more damage, and works especially well paired with the Silk Cape Blessing.
Suggested Mystlings
Fale
Fale can help make sure Glarexus is building up as much shields as possible every turn. It’s a very noticeable difference when playing with, and without Fale.
Frogmar
If you’re wanting to try out a shield team, you might as well include Frogmar! Frogmar can receive double or even triple the amount of shields, fitting in nicely with a shield heavy deck.
Luminesca
Lumi can also provide a good amount of shields and strength to the front Mystling. If Glarexus is the target, he can use both of those to his advantage well. And having 2 healing sources makes this team combo very tenacious!
Suggested Tamers
Philip Phillips
For a more back row passive play style, Philip can help ensure Glarexus is getting the most out of his passive shield gain. Otherwise Glarexus would just lose all of his shields each turn with only 1 activation.
Randy the Reckless
Even though Glarexus will only have half his max HP and can no longer heal if evolved with Randy, Glarexus is tanky enough to avoid a lot of necessary damage. And it gives you access to Glarexus’ talent upgrades right off the bat.
Arcana DeFault
Using Glarexus can sometimes require a lot of specific cards to really get the most out of him. Arcana can be a good way to make sure you can snag those crucial cards whenevr you see them after battle.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Odd Weight: Every third time attacked, draw 1
- Ancient Shield: Start of battle, gain 12 shields
- Glarexus Armor: Start of round, gain 3 shields
- Holy Shield: On activation, give 3 shield to front Mystling
- Floating Stone: Gain 3 insulate
- Cobalt Button: Every time you gain shields, deal 1 random damage
- Shield Materializer: When gaining shields, gain 3 more
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
- Life Seed: Every 5th activation, heal lowest HP Mystling for 3
- Reinforced Plate: When fully blocking an attack, draw 1 card
- Silk Cape: Deal 20% of blocked damage taken to a random enemy
- Ancient Idol: Start of battle, gain shields equal to Mystberry total
Additional Notes
I find Glarexus to be rather hard to use sometimes. He shines really well in certain scenarios, and can be a bit of a drag in others. If you play too passively, combats can go for a very long time. But it feels really good to see all the right pieces line up to make him work! That is, if you ever see them at all.
Prowler
Prowler is a support focused Mystling. Every time Prowler activates, it will draw you a card. Also, for every 10 Mystberries you have at the end of combat, Prowler will grant you an extra berry.
The Sharp Feather signature card is really interesting, it’s an attack that can target any enemy you choose. It will deal damage to the targeted enemy based on the number of cards in your hand, including Sharp Feather. This can be very helpful for teams that lack an answer to dealing damage to back row enemies. Being able to disrupt and potentially KO back row enemies can be a huge advantage in combat, especially in higher difficulties.
Due to Prowler’s low power and HP stats, you will usually just want to keep it in the back where it can activate and draw you more cards. This works in tandem with its Sharp Feather card as well. The more cards you are drawing, the more damage you can deal with Sharp Feather. You will often find yourself dealing more damage than most Mystling attackers with Sharp Feather, but there is a limit to its potential damage. You can only hold up to 9 cards in total, capping off the damage at 9. The only way to increase the damage is to target enemies with vulnerable stacks. It can be really good early game damage, but falls off in the late game compared to other Mystling’s damage scaling.
Sharp Feather does not attack using any off your Mystlings, so it will not grant you KO effects or use any buffs or Blessings any of your Mystlings may have. So keep in mind if you have an attacker that wants to get last hits, Sharp Feather will not count as their attack.
Prowler cannot evolve, therefore it doesn’t have access to any talent or Sharp Feather upgrades. It also may not be the best idea to stack too many blessings onto Prowler, since it will not evolve when gaining 4. Each Blessing on a Mystling increases the cost of the next one by 2 Mystberries, so keeping only a couple on Prowler to benefit the whole team is best.
Mystling Synergy
Fale
Fale will help make sure that you are getting the most card draw possible.
Iceling
Iceling is a great partner for Prowler due to all of the extra card draw. Iceling will gain bonus power for each card in hand, similar to Sharp Feather.
Golomo
Golomo can help stack vulnerable onto your enemies. This can be a great way to increase the potential damage of your Sharp Feather attacks.
Eftus
Eftus can be a good choice if you want to build a team around getting as many Mystberries as possible. Just make sure you’re letting Eftus get the last hit on enemies to get those extra berries.
Suggested Tamers
Maya Bloomberry
Maya starts every run with 20 Mystberries. This means Prowler can help give you an extra 2 berries right away with its passive. You can even delay spending your berries to keep earning more bonus berries!
Philip Phillips
If you are looking to draw a ton of cards at the start of each round, choose Philip and Fale for 4 additional card draw!
Arcana DeFault
Arcana can get a lot of cards for free with her ability. If you are taking advantage of those free cards and have a large deck, Prowler can help draw into the cards you want to see for more consistency.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Backup Deck: Start of battle, draw 3 cards
- Blue Candle: Every 10th activation, gain 1 energy
- All-Seeing Eye: Every 5th activation, reduce a random card cost by 1
- Red Ink Pen: Every 10th card drawn, reduce its cost by 1 until round end
- Helping Dagger: Every activation, apply 1 vulnerable to a random enemy
- Deep Pouch: End of battle, gain 2 Mystberries
- Wisdom Ruby: Every 2nd activation, give 1 strength to Mystling ahead
- Life Seed: Every 5th activation, heal lowest HP Mystling for 3
- Holy Shield: On activation, give 3 shield to front Mystling
- Life Seed: Every 5th activation, heal lowest HP Mystling for 3
Additional Notes
Due to Prowler’s inability to evolve, you can use prowler with Randy the Reckless to increase the chances of another Mystling on the team Evolving with Randy’s passive.
Prowler is a very unique Mystling overall. It can provide a lot of great utility and even damage to any team. Due to the lack of evolution, you don’t have to worry too much about stacking Blessings onto it. This can be really nice for helping maintain your berry economy, and getting the other members of your team setup. A true support to the very end.
Fale
Fale is a support focused Mystling. Fale has very low stats and relies on his team to due the heavy lifting for him. But Fale’s kit alone makes him one of the best supportive Mystlings in the game currently.
Fale’s signature card, Good Fale!, is a 2 cost card that will activate a Mystling of your choosing. This feels very underwhelming. Your starting deck has a similar card effect for a cost of 1. This would be like having a signature card that lets you attack for 3 cost. I wish this was a double activation for 2 cost, this would put it on par with using 2 single cost activation cards, and would justify the high cost. But, as it stands, you really only ever want to use this if you have nothing else to do.
On activation Fale will activate all the other Mystlings. This is a fantastic ability! This will let you other back row activate more than once, and lets your lead activate before attacking. Having Fale is the best way to build an activation focused team. You’ll usually want to target Fale for any cards that activate a Mystling to get the most out of the cards effect.
Fale can also revive one other Mystling to 1 HP upon them fainting each combat. Fale cannot revive himself however. With a low starting HP of 5, you’ll want to make sure Fale is protected at all costs!
Upon evolving, Fale gets access to these talent upgrade options.
The Good Fale! card gets a cost reduction down to 1, making it the same as the starter card in your deck. This again feels a little underwhelming, but a welcome change, as this makes the card much more playable.
The first talent upgrade lets Fale revive another Mystling twice per battle instead of just once. This can be very handy, especially in a team focused on fainting bonuses. A really good and safe option to pick.
The second talent upgrade grants Fale 1 strength each time another Mystling activates. This is really strange? At this point of your run, you’ve most likely been focusing on making Fale a support rather than an attacker. So this really isn’t a viable option for dealing damage. Sure you could make this work with the right setup, but most of the time you’ll want to avoid this one.
The third talent upgrade stuns all enemies when an ally faints. As a panic option, stun can help keep your team from getting completely wiped out. Not a bad choice for sure! However, I’ve found on the higher difficulties that go into the Shadow Realm, this can make some of the mushroom fights much more difficult. If an exploding mushroom faints an ally, they will get stunned before they KO themselves, meaning they’ll try to blow up again next turn. I’d avoid this if you are trying to clear the Shadow Realm.
Mystling Synergy
Almost all of them. No, I’m not joking. Fale can work with just about every single other Mystling in the game to great success. The only one you’ll want to avoid is…
Luminesca
Lumi is the only Mystling in the game that cannot activate more than once in a turn. Lumi will stun themselves after activating, leaving them to perform no more actions for the rest of the turn. Sadly, this means Fale won’t be able to do what he does best for the team.
Suggested Tamers
Philip Phillips
If you’ve been following along with my guide so far, you already know how amazing Fale and Philip are together. Phillip will let Fale activate twice, which means your other Mystlings activate twice on top of their actions for the turn. One of the best combos in the game.
Randy the Reckless
Fale isn’t the best target for Randy’s evolution ability, but you can make it work if Fale does evolve. It will start Fale with 2 HP, but all of his upgrades will be open to you right away, which can be huge.
If Randy evolves another Mystling on the team, you can even use Fale’s revive passive to help keep them alive since they can’t heal.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Ointment Bottle: Reviving this Mystling is free
- Soul Twine: Any creature [friend or foe] faints, activate twice
- Green Cap: Revive to full HP 1 time only
- Heart-Shaped Crystal: Increase max HP by 13
- Energy Materializer: Start of battle, gain 1 energy
- Deep Pouch: End of battle, gain 2 Mystberries
- Ancient Shield: Start of battle, gain 12 shields
- Glarexus Armor: Start of round, gain 3 shields
- Floating Stone: Gain 3 insulate
- Shield Materializer: When gaining shields, gain 3 more
Additional Notes
It’s better to give any Blessings that give bonuses when a Mystling activates to your other back row team mate than it is to give it to Fale. Fale will only activate once or twice, and the other back row Mystling will activate 2 to 4 times because of Fale. Instead, focus more on keeping Fale alive so your whole team can benefit from him being there.
Fale can work okay on a team with Deckard Cardwell, just not as good as he would with another Tamer with larger team sizes.
At the end of the day, Fale is the goodest boy you can have on the team! All alone, he can be incredibly weak, but with others, he’s one of the strongest with what he brings to the table. 13/10 heckin’ good pupper.
Eftus
Eftus is a strong lead Mystling focused on scaling Mystberries, power, and HP. With a good starting power stat, and an okay HP stat, Eftus can dish out a good bit of damage on the front.
His signature card, Fishing Time, will drag an enemy to the front, and apply 1 vulnerable to them for 1 cost. This is a really great support tool! It allows your team to start focusing their attacks on a back row enemy instead of the usually tankier front enemy. This is an especially vital strategy for higher difficulties, where dealing with the back row enemies first is very important.
On activation, Eftus will deal 2 damage to the front enemy. You can increase this damage with strength and vulnerable stacks. It can be a really nice way to get in some more damage onto your enemies when using attack cards are too costly for that turn. And, it can even help with Eftus’ talent ability too.
Every time Eftus KOs an enemy, you’ll earn a bonus Mystberry! Mystberries are super valuable and the more you have, the more access to resources you’ll have. When Eftus is on your team, you’ll be wanting to make sure he is the one doing all of the last hits to help make sure you’re earning as many extra berries as possible.
After evolving, Eftus has access to these talent upgrade options.
Fishing Time reduces its cost to 0 and increases the vulnerable applied to 2 stacks! This is a perfect upgrade for a card! The 0 cost means you can apply vulnerable to whoever you want for free, even if they’re already up front. A great way to keep up the aggression and score last hits.
The first talent upgrade will increase Eftus’ max HP by 5 for every KO he gets. You’ll already be wanting to get KOs with Eftus anyway, so this is a fantastic way to scale your HP very very quickly, making Eftus a really tanky lead. I’ll usually choose this one if I don’t get the Life Absorber Blessing during the run.
The second talent upgrade increases Eftus’ power by 1 for every KO. This is incredibly powerful! This can let you scale damage pretty high if you manage to get this early in your run. Compared to the Smithing Hammer Blessing that gives you 1 power for every 3 KOs, this is a great choice for a damage focused Eftus.
The third talent upgrade will grant you an additional energy for every KO. A similar effect to the Energy Absorber Blessing, it can really help you keep up the damage in combat and shouldn’t be easily dismissed. If you already have a really strong power stat for Eftus, this can be a good option to pick.
Mystling Synergy
Golomo
Both Golomo and Fale can apply stacks of vulnerable on enemies, which can quickly scale up the amount of damage you can deal. Making it much easier to land KOs and get those bonuses for Eftus!
Luminesca
Eftus doen’t have the largest HP stat for a lead Mystling, and he’s bound to take some hits being up there. Lumi can help provide all the support Eftus wants in healing, shields, and strength!
Fale
When Fale activates, Eftus will activate and deal some extra damage to the front enemy. Potentially helping you score an easy KO!
Iceling
Iceling can help Eftus scale up strength stacks for even more damage on his attacks and activations.
Suggested Tamers
Randy the Reckless
If Eftus is the target of Randy’s evolution, you can start scaling Eftus right away to potentially gain some scary high stats! Just be careful to keep Eftus from taking too much chip damage, since he won’t be able to heal it up.
Barbara Prime
Barbara offers double damage for all Mystlings on turn 1. If eftus can land KOs quick enough, he can help compensate for Barabara’s Mystberry loss on every turn in combat.
Maya Bloomberry
Maya can be a great choice for a berry focused team. She starts with 20 Mystberries, and Eftus can help keep the generous head start rolling into a strong late game.
Philip Phillips
Whether you have Eftus up front or in the back on Philip’s team, you’ll find the extra damage from Eftus’ activations very helpful.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Evil Agreement: Increase power by 3, can no longer be revived
- Heart-Shaped Crystal: Increase max HP by 13
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Titanium Bead: Increase power by 1 for each ally Mystling still alive
- Heavy Amulet: Each time you’re attacked, gain 3 strength
- Energy Absorber: Every KO, gain 1 energy
- Thief’s Mask: Every KO, gain 1 Mystberries
- Poisoned Totem: After attacking, apply 2 vulnerable to enemy
- Life Absorber: Every KO, permanently increase max HP by 2
- Deep Pouch: End of Battle, gain 2 Mystberries
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
Additional Notes
Eftus is a fantastic damage dealer for your team. But can feel a little selfish at times, wanting to make sure he lands all of the last hits. You don’t really want to mix him on a team with other damage dealers, just in case they take the KO from him. This usually isn’t too much of a problem, and Eftus can easily handle all of the damage himself.
A really fun Mystling to use, and can snowball very quickly into the late game.
Bolb
Bolb is a tank focused Mystling. Bolb functions a little differently from other tanky Mystlings, in the fact that he is unable to receive any shields. Instead Bolb will use his really high HP stat to take the full damage of the enemy attacks, and return 50% of that damage back to the attacker.
Thankfully Bolb has a great way to deal with all of the incoming damage with his activation ability! Every time Bolb activates, he will heal himself for 2 HP. This may not seem like much compared to the high amounts of damage that enemies can dish out, but with the right team setups and Blessings, Bolb can be nearly invincible!
Bolb’s signature card, Resistance, is a great way to not only help keep Bolb healthy, but it can permanently increase the max HP of any of your Mystlings by 3 once per combat! It can be rather expensive to use at a cost of 3 energy, but finding a way to use the card each combat can go a long way in helping keep your team alive longer.
You’ll often swap Bolb around between the front and back row positions to soak up damage or to receive some more healing.
After evolving, Bolb has access to these talent upgrades.
Bolb’s Resistance card doesn’t increase more max HP than the unupgraded version, but is a much more manageable cost of 2 now.
The first talent upgrade will incrase Bolb’s max HP by 40! This is pretty much doubling his starting max HP, and a really solid option if you want Bolb to take a lot of big hits easily.
The second talent upgrade will help Bolb heal himself for even more HP on activation. Going from a 2 to 5 HP heal is a 250% increase to Bolb’s healing! If you can activate Bolb a lot, this can pretty much heal Bolb back up to full HP very quickly and get him back on the front lines much quicker.
The third talent upgrade will let Bolb return 100% of the damage he takes back at his attacker instead of 50%. If you feel like Bolb has enough HP or healing on your run, this can be a great option to increase the amount of damage you can deal back to your enemies for free.
Mystling Synergy
Fale
Fale can really help Bolb stay healthy by helping Bolb activate even more every turn. The more healing Bolb gets every turn, the easier it is for him to keep the rest of your team alive.
Luminesca
Bolb isn’t the only one that can provide some healing! Lumi can help keep Bolb a little healthier while Bolb is on the front and can’t activate.
Golomo
Having Bolb and Golomo on the same team can be a fun way to shake things up a little. Both Bolb and Golomo can have play styles where they don’t mind taking hits without shields and keep going, changing the way you play each turn. Golomo can also help Bolb deal damage with vulnerable stacks, since Bolb has a power stat of 0.
Suggested Tamers
Philip Phillips
Having Bolb and Fale on Philip’s team can make Bolb feel almost invincible. The amount of healing Bolb can do in the back row becomes scary good, activating 4 times each round! And if you choose the increased healing talent upgrade, that’s 20 HP healed every turn!
All of the other Tamers play very similar to each other with Bolb on the team. However there is one other Tamer I feel like I should go over, and that is…
Randy the Reckless
Bolb’s entire kit revolves around him being able to heal off any of the damage he tanks. If Randy evolves Bolb, he will no longer be able to heal at all. So it’s probably best to avoid evolving Bolb with Randy’s passive. He can still be a helpful part of the team unevolved, since you’ll want to make sure the Mystling that does receive Randy’s passive stays healthy.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Odd Weight: Every third time attacked, draw 1
- Soul Twine: Any creature [friend or foe] faints, activate twice
- Glowing Box: Every 5th time hurt, gain 1 energy
- Green Cap: On faint, revive to full HP once per run
- Helping Dagger: Every activation, apply 1 vulnerable to a random enemy
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
- Fiery Aura: When hurt, apply 1 vulnerable to all enemies
- Bad Snack: Increase max HP by 20, take 3 damage at the end of battle
- Life Seed: Every 5th activation, heal lowest HP Mystling for 3
- Symbiotic Flower: When hurt, draw 1
- Heart-Shaped Crystal: Increase max HP by 13
- Power Fruit: Increase power by 2
- Titanium Bead: Increase power by 1 for each ally Mystling still alive
- Heavy Amulet: Each time you’re attacked, gain 3 strength
- Poisoned Totem: After attacking, apply 2 vulnerable to enemy
- Herb Bag: When attacked, heal 1 HP of Mystling behind
Additional Notes
When team building, try to avoid putting Bolb and Emberling on a team together. Emberling will hurt his team mates on activation for 1 damage, and if that hits Bolb, it will hurt Emberling for 1 as well. This isn’t a super big deal if you can heal away the extra chip damage, but something to definitely keep in mind.
Bolb is a super friendly tanky Mystling that can play nice with just about any team mates or Tamers. This makes him quite a valuable member of any team that needs a little extra survivability. Bolb is a really fun Mystling to use and offers a nice unique play style change from other Mystlings. I highly recommend giving Bolb a try if you haven’t already!
Frogmar
Frogmar is a tanky attacker lead Mystling. With a power stat of 0, you probably wouldn’t think of Frogmar as an attacker. That’s where Frogmar’s activation and signature card comes in handy.
Ouch Shield is a fantastic card that applies 2 stacks of vulnerable to the targeted enemy for a cost of 1. This can help Frogmar deal damage to enemies even with a power stat of 0, but is also a great support tool for any team.
On activation, Frogmar will remove 4 of his shields (if he has any) and gain 2 stacks of strength. Being able to stack this ability will allow Frogmar to gain quite a lot of damage. Due to the shield loss effect, it’s a good idea to pay attention to the order you play your cards. You’ll want to activate Frogmar before using any shield cards on him. Although, thanks to Frogmar’s talent, you might not even really need to worry to much about this.
Frogmar’s talent is what makes him a great tank lead. Any shields that Frogmar gains will be doubled. Doubling your shields from all sources can really help Frogmar survive some really big hits, and help you save your energy to use cards on other Mystlings.
Frogmar can be very versatile when it comes to either offense or defense builds, making him a great pick for a lot of teams.
Upon evolving, Frogmar gains access to these talent upgrades.
Ouch Shield gets even stronger, applying 4 stacks of vulnerable to the targeted enemy. An amazing straight upgrade to an already great card.
The first talent upgrade will triple Frogmar’s damage for his first attack each combat. This can be a little misleading, it’s only for one attack and not just for the first turn of battle. So you’ll want to make sure you really buff up Frogmar as much as you can before he attacks.
The second talent upgrade will triple Frogmar’s shield gain instead of doubling it. This is a great option all around, it makes Frogmar even tankier than he already is, and with a Shield Slam card, allows him to deal some really good damage. You can’t go wrong with this option regardless!
The third talent upgrade increases the strength gain Frogmar gets when activating, from 2 to 3. Getting 1 extra strength isn’t game breaking by any means, and is almost kinda underwhelming. Every little bit helps though, so if you’re building a team focused on making sure Frogmar gets as much strength as possible, this is an ok pick.
Mystling Synergy
Iceling
The fire and ice combo! These two together can work really well when trying to build up a lot of strength onto Frogmar.
Fale
Without Fale on the team, there isn’t many consistent ways to activate Frogmar when he’s in the front. Fale will make sure Frogmar will always give himself some strength to deal damage with before attacking. Just remember to make sure Frogmar has enough shields left after activating when attacking an enemy with thorns!
Luminesca
If Frogmar does end up taking a little chip damage, Lumi can be there to heal him back up. Lumi will also provide Frogmar with some shields that he can double or triple, to really make the most out of Lumi’s activation.
Golomo
If you aren’t activating Frogmar to deal damage, using the vulnerable stacks from Golomo can be another way to get some good hits in. Combining Ouch Shield and Golomo’s activations can stack up a lot of vulnerable quickly.
Suggested Tamers
Philip Phillips
Putting Frogmar and Fale onto Philip’s team is a great way to get Frogmar to activate even more before attacking. If you also add on Iceling, you can watch Frogmar’s strength stacks grow rapidly!
Randy the Reckless
Frogmar can be a really good target for Randy’s passive. Getting early access to Frogmar’s upgrades can be a game changer for your early game. Even though Frogmar will lose the ability to heal, his tankiness with shields can help him avoid taking damage altogether.
Deckard Cardwell
Even with the smaller team size limiting the amount of support Frogmar can receive from his team, Frogmar can still make it work pretty well. The extra energy each round can help you use more cards for things like activating your Mystlings, or use Ouch Shield more often.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Infernal Root: Keep half your strength stacks at the start of the round
- Force Catalyst: When gaining strength, gain 1 more
- Shield Materializer: Whenever gaining shields, gain 3 more
- Primitive Hand Fan: Always target the last enemy when attacking
- Odd Weight: Every 3rd time attacked, draw 1
- Evil Agreement: Increase power by 3, can no longer be revived
- Heart-Shaped Crystal: Increase max HP by 13
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Titanium Bead: Increase power by 1 for each ally Mystling still alive
- Heavy Amulet: Each time you’re attacked, gain 3 strength
- Ancient Shield: Start of battle, gain 12 shields
- Glarexus Armor: Start of round, gain 3 shields
- Holy Shield: Every activation, apply 3 shield to front Mystling
- Rage Doubler: Every KO, double strength
- Energy Absorber: Every KO, gain 1 energy
- Silk Cape: When fully blocking damage, return 20% damage to random enemy
- Poisoned Totem: After attacking, apply 2 vulnerable to enemy
- Life Absorber: Every KO, permanently increase max HP by 2
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
Additional Notes
Frogmar’s flexibility is one of his greatest strengths. Filling in as either a tank, an attacker, or even both can be a great benefit to just about any team.
However, he feels a little stuck trying to be in the front as much as possible. His activation is a little selfish, and only gives himself a buff. Having more strength while in the back row where he won’t attack is kinda meaningless, and offers little to the other team members. This can be okay if he has the Infernal Root Blessing, which is easily one of the best Blessings he can have.
If you have a well built up Frogmar, you’ll basically have your own Kaiju to destroy your enemies with ease! Nothing feels quite as good as seeing Frogmar one shot everything in his way in the late game!
Drosithia
Drosithia is one of the most unique Mystlings in the game. Drosithia will start every run as an egg with only 2 HP, and is unable to perform any actions.
It is unable to be revived, and their signature card, Wings of Fury, does nothing until Drosithia evolves. Even putting 4 Blessings onto Drosithia will not evolve the Mystling either.
“Why would I want a Mystling that is super fragile and does nothing on my team?” you may ask yourself. Well it’s all in hopes of activating Drosithia’s talent, to finally earn a big payout!
After surviving 9 battles, Drosithia will finally evolve into a very powerful dragon Mystling!
After evolving, Drosithia will reward you with one of the strongest Mystlings in the game! It’s base stats will change to 10 power, and 78 HP!
Wings of Fury will upgrade as well, giving you one of the best attack cards for its cost, letting a Mystling attack 3 times for 1 energy. This may be bugged in relation to multistrike, as it will only let the multistrike Mystling attack 3 times instead of attacking twice 3 times. Regardless, this is still a really strong card to have!
Drosithia only gets one talent upgrade sadly, and it lets Drosithia deal 5 damage to a random enemy upon activation. More free damage is always welcome, even if it would be nice to be able to have some options here to choose from.
Is all of that worth the wait? That’s up to you to decide!
Mystling Synergy
Bolb
Keeping the egg alive for 9 battles is a top priority. Having Bolb on the team to tank hits and increase the egg’s max HP can help a lot.
Pinequeak
Pinequeak can be a decent lead and attacker while waiting for the egg to hatch. Afterwards, Pinequeak can help keep up the damage and aggression for Drosithia with Blind Anger cards.
Prowler
Prowler alone isn’t a stand out Mystling to pair with the egg. Prowler can offer some good consistent damage to back row enemies, but that’s not the biggest benefit it can offer. The best reason to bring Prowler along is what we’ll talk about in the next section…
Suggested Tamers
Randy the Reckless
Randy can evolve Drosithia right at the start of your run! That’s right, you won’t have to wait until the end of the run to finally use Drosithia! Having a Mystling like Prowler that cannot evolve will increase the odds of Drosithia receiving Randy’s passive. This will cut Drosithia’s max HP down to 39, but this is still quite a good amount. Just be careful to keep Drosithia healthy, since you won’t be able to heal it anymore.
Barbara Prime
If you can manage to keep the egg alive long enough to evolve on Barbara’s team, you’ll be able to output some massive turn 1 damage. Barbara can be hard enough with three active Mystlings, let alone only 2, but increasing the risk gains you even more reward!
Philip Phillips
If you are relying on other Mystlings to help keep the egg alive, Philip may be a good way to use them to their fullest. You’ll usually have the egg in the back for the whole run, so that will limit Philip’s usefulness to only 1 Mystling, sadly.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Heart-Shaped Crystal: Increase max HP by 13
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Titanium Bead: Increase power by 1 for each ally Mystling still alive
- Heavy Amulet: Each time you’re attacked, gain 3 strength
- Energy Absorber: Every KO, gain 1 energy
- Soul Twine: Any creature [friend or foe] faints, activate twice
- Floating Stone: Gain 3 insulate
- Orb of the Eighth: First card used on this Mystling is triggered twice
- Thief’s Mask: Every KO, gain 1 Mystberries
- Poisoned Totem: After attacking, apply 2 vulnerable to enemy
- Primitive Hand Fan: Target the last enemy when attacking
- Life Absorber: Every KO, permanently increase max HP by 2
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
Additional Notes
It might be best to avoid using Deckard Cardwell with the Drosithia egg. Having only one other Mystling to attack and keep the egg alive isn’t impossible, but will be much more difficult for sure.
It’s also important to note, Fale will be unable to revive Drosithia until after it evolves. All revive sources, such as from consumables will be blocked as well. It’s important to avoid letting the egg faint at all costs, otherwise it will become unusable and its card will be a dead draw.
Drosithia can be one of the hardest Mystlings to use in the game. Surviving 9 combats with a useless team mate can be very difficult, especially on higher difficulties. Speaking of which, on the highest difficulty, you’ll only have 9 combats before the final boss. Meaning you’ll only get to start using Drosithia for the boss and then the Shadow Realm.
It can be hard to justify bringing it along. But with enough patience and care, you can be well rewarded with a very powerful ally!
Luminesca
Luminesca is a support focused Mystling. With a solid HP and power stat, Lumi doesn’t mind swapping from the back into the front from time to time.
Lumi’s signature card, Blinding Lights, is one of the best and most unique card effect in the game. For 2 energy cost, you can target an enemy to apply a confusion like effect to. This will cause that enemies next attack to target a random enemy instead of your team! This will persist between rounds even, so if you have the chance to apply this to an enemy, it’s a good idea to do so. This can be a great way to avoid a lot of incoming damage and deal it back to your enemies. The only downside to it is it will only apply for their next attack. Meaning if the enemy intends to attack twice, only the first attack will be turned against the enemy, so keep that in mind.
On activation, Luminesca will apply 2 strength, 5 shields, and heal the front Mystling for 2 HP. A lot of really good things that pretty much any lead would want! However, Lumi will then stun themselves after activating, stopping them from activation or performing and further actions for the rest of the turn. This is a pretty fair trade-off, being ablle to stack all of those good buffs would be too strong.
But wait there’s more! Every other time Lumi is hurt, it will gain 1 stack of dodge, which will let it avoid any incoming damage before reducing your dodge stack by 1. This may be a little bugged at the moment. It seems every time Lumi takes damage it gains a dodge stack, instead of every other time hurt. And if Lumi takes multiple hits in a single action, it will gain multiple stacks of dodge. It’s not sure if this is intended, so be aware this may change in the future, but is good to know for right now.
Being able to avoid incoming damage in multiple ways means Luminesca can easily swap into the front position when needed, even to activate and heal itself!
After evolving, Luminesca gains access to these talent upgrades.
The Blinding Lights card changes the way it functions. Instead of persisting through rounds, it will only last until the end of the round, sadly. But it will now make the targeted enemy use all of its attacks against random enemies. This can be really helpful in fights with enemies that have a lot of multiple attacks in one action, but you now have to draw it on the turn you need it. Without a reduction in cost, this almost feels like a downgrade more than an upgrade.
The first talent upgrade option allows Lumi to apply 5 strength to the lead Mystling when activating. Always a good option for aggressive strength based teams.
The second option increases the shields Lumi applies to the lead to 14 shields. This is an ok option if you like to activate Lumi during your turn instead of waiting until the round end. It can be a decent way to apply a lot of shields to a specific Mystling for cheap.
The third talent upgrade increases Luminesca’s healing to 5 HP. A really good choice considering how valuable healing is in the game. Lumi is one of the most consistent sources of healing in the game at the moment, and this makes it even better!
Mystling Synergy
Emberling
Being added into the game at the same time, these 2 make a great combo! Emberling can be a great receiver for all of Lumi’s buffs, and is a good way to trigger Lumi’s dodge passive. Activating Emberling will only hurt Luminesca for 1, and then will apply the dodge buff to Lumi. This can be a great way to avoid a lot of damage for cheap!
Frogmar
Frogmar is another great recipient for Lumi’s buffs! The strength will help Frogmar deal damage with his 0 power stat, and he will double the shields given to him as well.
Glarexus
Having Luminesca support Glarexus can help keep Glarexus up in the front a lot easier. The extra strength and shields can help Glarexus be a formidable lead.
Lear
Lear will usually be taking a lot of hits to gain a lot of strength. Lumi can help keep Lear healthy and dish out even more ridiculous damage.
Suggested Tamers
Deckard Cardwell
Having less supports on the team isn’t a big deal when Luminesca can do it all! The extra energy the Deckard offers makes using Blinding Lights much easier as well.
Barbara Prime
Lumi can offer some good support to an aggressive team. Increasing their strength for more turn one damage, and healing them up if you forgo shields for more attacks. And having a power stat of 3 isn’t too bad either if Lumi ends up needing to do some damage.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Fiery Aura: When hurt, apply 1 vulnerable to all enemies
- Odd Weight: Every 3rd time attacked, draw 1
- Holy Shield: Every activation, apply 3 shield to front Mystling
- Glowing Box: Every 5th time hurt, gain 1 energy
- Floating Stone: Gain 3 insulate
- Energy Materializer: Start of battle, gain 1 energy
- Heavy Amulet: Each time you’re attacked, gain 3 strength
- Deep Pouch: End of Battle, gain 2 Mystberries
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
- Symbiotic Flower: When hurt, draw 1
Additional Notes
Lumi is probably one of the only Mystlings that wants to avoid being on Philip Phillips’ team. Due to the self stun on activation, Lumi will only be able to activate once, and won’t get the benefit of having Philip as a Tamer. This goes the same for being on a team with Fale, unfortunately. As Fale will not be able to help get more activations out of Luminesca either.
Luminesca is very unique in what it offers, which can lead to some very different team strategies. It can offer a nice change of pace to your play style, using different Tamers and Blessing than most other Mystlings. It makes a great addition to a lot of teams and can be really fun to use!
Emberling
Emberling is an offensive focused Mystling. Everything about Emberling’s kit is all about dealing damage, and a lot of it. With a healthy amount of HP and power, he is right at home up front.
Emberling’s signature card, Brute Force, lets any Mystling attack for a massive 300% damage for 2 cost before exhausting itself. This is a really powerful offensive tool for helping to secure KO’s on valuable targets.
Another way Emberling can secure those critical KO’s is with his talent. Whenever Emberling attacks, he can select which target he want to attack, as long as the attack card doesn’t target randomly. This talent is extremely useful, especially for higher difficulties. Many combats will have lower health enemies providing support in the back row being protected up front by a much bulkier one. Back row targeting is near vital to successful Shadow Realm runs.
On activation, Emberling will deal more damage, dealing 2 damage to enemies but also 1 unblockable damage to your team as well. This can be a decent way to deal chip damage to all enemies, but feels bad to use knowing you have to hurt your team just to get a little extra damage in. You’ll either want to build a team around knowingly taking this damage, or just want to avoid activating Emberling altogether. Which is a shame, avoiding any part of a Mystling’s kit feels like you’re not getting the most out of them.
After evolving, Emberling gets access to these talent upgrades.
Brute Force gets a fantastic upgrade! It reduces its cost to one, and will allow any Mystling to target any enemy for a 300% attack before exhausting. Being able to deal this much damage for so little is amazing! Chances are, Emberling is going to be your main attacker, and he can already target any enemy he wants, but it’s still nice to have.
The first talent upgrade increases the damage Emberling does to enemies when activating. This makes his activation feel a little more justified. 4 damage instead of 2 isn’t too bad and may be worth picking if you activate Emberling often.
The second talent upgrade increases Emberling’s power by 3. Pretty straight forward, and really good if he’s your main damage dealer. The more power Emberling has, the more it gets multiplied by Brute Force!
The third talent upgrade will change how Emberling’s attacks deal damage. The selected target will take full damage, and the enemy behind that target will take 50% of that attacks damage. Essentially, this adds a flat 50% damage increase to all of your attacks while there are multiple enemies left to fight. It can also offer another way to deal with back row enemies. It’s only when fighting 1 enemy that this upgrade feels useless.
Mystling Synergy
Luminesca
Lumi is one of the few team mates that doesn’t mind getting poked by Emberling’s ability. And with all of the buffs Luminesca offers Emberling, they can makes quite the team just by themselves.
Lear
Lear is another who doesn’t mind taking a stray hit from Emberling. In fact, it even makes Lear even stronger! You can activate Emberling multiple times without worrying that you’re hurting the team too much. Lear will just heal it off later!
Pinequeak
Every time Pinequeak takes damage, he adds a Blind Anger card to your hand. Basically letting on of your Mystlings attack for free! That’s a lot of good aggression synergy. Just be sure to have a way to heal up Pinequeak when you can.
Suggested Tamers
Deckard Cardwell
Deckard works really well with Emberling. Reducing the team size also reduces the amount of team damage you do on activation, and the increased energy per turn can help you get off more attacks.
Barbara Prime
With Emberling’s focus on dealing lots of damage, Barbara’s double damage buff on turn one can help Emberling take out some enemies very quickly.
Randy the Reckless
If you don’t mind Randy’s debuffs on Emberling, you can get access to all of the powerful evolution upgrades right away. You can roll through the early game with a powerful dragon!
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Evil Agreement: Increase power by 3, can no longer be revived
- Heart-Shaped Crystal: Increase max HP by 13
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Titanium Bead: Increase power by 1 for each ally Mystling still alive
- Heavy Amulet: Each time you’re attacked, gain 3 strength
- Energy Absorber: Every KO, gain 1 energy
- Thief’s Mask: Every KO, gain 1 Mystberries
- Poisoned Totem: After attacking, apply 2 vulnerable to enemy
- Life Absorber: Every KO, permanently increase max HP by 2
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
Additional Notes
With Emberling, you just have to be a little careful about who else you bring on your team. Fale will activate Emberling, but with only 5 HP, Fale won’t want to do that very often. Philip Phillips can offer a more activation heavy play style, but you’ll need to be sure your team can handle that. Either by keeping Emberling stuck up front, or bringing team mates that don’t mind the hits.
As a whole, Emberling is a great attacker Mystling. His ability to target whoever he wants is amazing, and his Brute Force card can help the whole team. With a little pre-planning, he’s a very welcome addition to just about any team!
Gaiadon
Gaiadon is a mixed support and front line Mystling. Gaiadon is a little unique in how he functions, in that he’s the only Mystling that can evolve and unevolve during battle.
The Dash card is one of the best things Gaiadon has to offer. It will give 1 stack of dodge to any ally of your choosing. Dodge is a really strong effect, and for only 1 cost, you should try to use this whenever it comes up.
Gaiadon’s kit revolves around he activation ability. Every activation, he gains 1 stack of Dragon Charge. Upon gaining 5 charges of Dragon Charge, Gaiadon will immediately evolve, gaining 5 strength and 20 shields, until unevolving at the end of the round. Activating Gaiadon after he evolves does nothing.
This is… not great, to put it nicely.
Let’s break it down a little. To gain 5 charges, you will want to keep Gaiadon in the back where he can activate. 4 to 5 turns later, he will finally be able to transform and be able to deal 5 damage to the front enemy, before reverting back to having 0 power.
Okay, so Ideally you would want to activate Gaiadon 5 times every turn so he can stay up front to deal damage and block damage. This is not an easy task in itself. Having Fale and Philip Phillips could give Gaiadon 4 charges at the end of the first turn, but he’ll still want a way to get one more the next turn. You’ll be swapping Gaiadon in and out of the front every other turn at best without a deck that is heavily built around activating Mystlings multiple times.
And all of that just to have an attacker with 5 attack power? You could pick another damage dealing Mystling for similar or better damage output for a fraction of the hassle. It would be nice if Gaiadon stayed evolved until the end of battle, but only a little bit nicer.
Because Gaiadon evolves in battle only, you never get a chance to upgrade his card, or select a talent upgrade. Putting Gaiadon in a similar boat to Prowler. You’ll only want to put a few Blessings on him, since getting 4 will not cause Gaiadon to evolve.
Mystling Synergy
Fale
Fale is one of the best ways to get as many charges as possible on Gaiadon.
Suggested Tamers
Philip Phillips
Philip is pretty much the only Tamer you’ll want to use with Gaiadon.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Evil Agreement: Increase power by 3, can no longer be revived
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Heavy Amulet: Each time you’re attacked, gain 3 strength
- Poisoned Totem: After attacking, apply 2 vulnerable to enemy
- Soul Twine: Any creature faints, activate twice
- Blue Candle: Every 10th activation, gain 1 energy
- All-seeing Eye: Every 5th activation, reduce the cost of a random card in hand by 1
- Helping Dagger: Every activation, apply 1 vulnerable to random enemy
- Wisdom Ruby: Every 2nd activation, apply 1 strength to Mystling ahead
- Life Seed: Every 5th activation, heal lowest HP ally for 3
- Deep Pouch: End of Battle, gain 2 Mystberries
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
Additional Notes
As it is in the current build of the game, Gaiadon can really only do okay in a very specific team composition. But if you’re dedicated to making him work, there are options for climbing that mountain.
Lear
Lear is a tanky damage dealing Mystling. 5 HP and 0 power doesn’t seem tanky or offensive, but that’s where the rest of Lear’s kit comes in!
Lear’s signature card, Burn, will deal 15 damage to a selected enemy for 3 cost. This is a little pricey on the energy side, but 15 damage to any enemy you want is really powerful! Not many Mystlings offer such a boon.
Lear’s tankiness comes from his activation ability. Every time Lear activates, he gains 1 permanent max HP! That’s right, Lear can scale his max HP to numbers not seen on any other Mystling. Any damage that Lear takes, he will just slowly heal it away, and he will want to take hits.
Every time Lear is hurt, he will gain strength equal to the amount of health lost. This talent allows Lear to dish out some crazy powerful attacks, if he survives the incoming hits!
Your main objective for early game will be to keep Lear alive in the back row to activate him as much as possible. Once Lear has a good amount of max HP, you can switch him into a big hit, and return the damage back at the enemy! Afterwards, you’ll switch him to the back to continue gaining more health.
This is very similar to Bolb in a lot of ways. Both want to take hits to deal damage back, then activate in the back to heal up. Bolb will deal 50% back to whoever hit him, Lear will return 100% back to the front enemy.
After evolving, Lear gains access to these talent upgrades.
Burn receives a much appreciated cost reduction, from 3 to 2. This makes it much easier to dish out the big damage!
The first talent upgrade increases Lear’s max HP gain on activation to 2. This doubles the rate at which Lear can scale his health to high levels and gets him back to the front quicker!
The second talent upgrade reduces all incoming damage Lear takes by 50%. While this does make it easier to keep Lear alive and take unblocked attacks. This will also reduce the strength he gains from getting hit by 50% as well. It doesn’t exactly help Lear do what he does best, but can be an alright choice if you just want him to be an unkillable monster.
The third talent upgrade permanently increases all damage Lear takes by 50% AND it doubles the strength Lear gets from being hit. This definitely let’s Lear do more of what he does best! You take on more risk by taking increased damage, but that also means Lear will be gaining that much more strength too! If you are in a good position to keep Lear healthy, this can let him do some scary damage!
Mystling Synergy
Fale
The more Lear activates, the tankier he gets, so Fale is a no brainer choice as a great partner!
Bolb
Even though Bolb and Lear have a similar job, this actually makes them work pretty well together. Bolb can take an early lead while Lear builds HP, then they can swap spots to heal and repeat. Bolb even has a card that increases an ally’s max HP as well!
Luminesca
Lumi can provide some much needed healing and strength to a Lear in the front. Just keep in mind Luminesca doesn’t perform as well on activation heavy teams that Lear likes to be on.
Emberling
Lear will gain strength from any source of damage, including from Emberling’s activation! Keep slinging out damage without fear of taking too much chip damage.
Suggested Tamers
Philip Phillips
You probably saw this one coming. A Philip and Fale combo can make sure Lear is maximizing his HP gain every turn.
Randy the Reckless
While under the effects of Randy’s ability, Lear won’t be able to heal, but nobody said Lear still couldn’t increase his max HP! Be careful though, selecting Lear’s max HP increase talent upgrade will still only increase his HP by 1 since all healing sources are reduced by half.
Suggested Blessings
Which Blessings you should take are always situational, but here are a few that can synergize well;
- Odd Weight: Every 3rd time attacked, draw 1
- Infernal Root: Keep half your strength stacks at round start
- Rage Doubler: Every KO, double strength
- Soul Twine: When any creature faints, activate twice
- Evil Agreement: Increase power by 3, can no longer be revived
- Force Catalyst: When gaining strength, gain 1 more
- Heart-Shaped Crystal: Increase max HP by 13
- Power Fruit: Increase power by 2
- Smithing Hammer: Every 3rd KO, increase power by 1
- Titanium Bead: Increase power by 1 for each ally Mystling still alive
- Heavy Amulet: Each time you’re attacked, gain 3 strength
- Energy Absorber: Every KO, gain 1 energy
- Glowing Box: Every 5th time hurt, gain 1 energy
- Green Cap: On faint, revive to full HP only once per run
- Thief’s Mask: Every KO, gain 1 Mystberries
- Helping Dagger: Every activation, apply 1 vulnerable to random enemy
- Poisoned Totem: After attacking, apply 2 vulnerable to enemy
- Life Absorber: Every KO, permanently increase max HP by 2
- Herb Bag: When attacked, heal 1 HP of Mystling behind
- Cursed Earring: When attacked, apply 1 vulnerable to front enemy
- Fiery Aura: When hurt, apply 1 vulnerable to all enemies
- Bad Snack: Gain 20 max HP, at battle end take 3 damage
- Life Seed: Every 5th activation, heal lowest HP ally for 3
- Wisdom Ruby: Every 2nd activation, apply 1 strength to Mystling ahead
- Symbiotic Flower: When hurt, draw 1
Additional Notes
Lear trades a slow early game for a really powerful late game. It can feel really satisfying to build up Lear into an unstoppable monster! He synergizes really well with a lot of Blessings and cards, so you’re bound to run into something along the way that will work great with him.
A great option for a team that loves to activate a ton!
Closing Thoughts
Whew! That’s quite a lot of info to go over. If you’ve made it all the way through, I want to thank you for your time.
Dragon Eclipse is a fun game with a lot of potential, so I hope I could be of some help to you today in you travels through the game!
as a final disclaimer, the guide is not the final say on what works or doesn’t work. Each run is different, and every player likes to play a different way! That’s what makes the game fun. This was only meant to give some friendly suggestions on what I found success with, feel free to share what works for you!
I’ll do my best to try to update the guide as more Mystlings are released for the game. As well as update any important changes made to Mystlings that would affect the info in the guide.
Until then, thanks for reading, and have fun Tamers!
And that wraps up our share on Dragon Eclipse: Mystling Team Building Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Lockheart, who deserves all the credit. Happy gaming!