Foreword
Special thanks to Liriell and Gordan who worked tirelessly on this guide.
If you're looking for teams that you can use in the Mane's Bulletin (aka Raid Boss mode), check our other guide dedicated to this mode:
Introduction
In this guide, we offer a few options and examples of pre-made teams and how to unleash their potential. Please take note that these are merely guidelines, and not hard rules. Reverse: 1999 has nearly endless options and variations when it comes to team building, especially if we take cyclical endgame content like UTTU Challenge and Limbo who are constantly bringing new mechanics into play. These are also only the most common “carries”, or Main Damage Dealers. If you don’t see a character you like here, that doesn’t mean they’re useless; just check the Tier List or the specific character page to see their role and tags, and adjust the team as needed in case you want to use a specific character or don’t have one of the suggested characters for the combos below.
If you’re still lost on some of the terms, we highly recommend you check the [Beginner Guide] first.
For a short review on how to build a team:
- Pick a main damage dealer. The stage will usually say the recommended Afflatus to use, and you can also check the enemy info as well as their Mental and Reality DEF.
- Pick a support. A support in this case refers to someone who will make your main damage dealer shine even more. Sometimes they can even be a secondary damage dealer, but often will be someone who also has some utility within their kit, be it in the shape of buffs, debuffs, crowd-control or other special effects (such as Moxie gain, or deplete Moxie from enemies).
- Pick either a second support or a Survival character. At first, healing won’t be a priority, but the further the game progresses, the trickier it may become to keep you characters alive. Most healers and shielders also offer some utility or damage, thus completing Reverse:1999 main triad of roles.
What about the fourth slot?
The Substitute slot (or in some stages the fourth character in battle) is not used often, as the ideal is that your characters don’t die. You can use this slot to help raise the bond of a character (either for the lore or for the extra clear drops) or you can pick one of the alternative options already suggested in the teams below. We also have added a list of Flex characters who can come in handy for most situations and to replace others. You can use that as a reference when deciding who to bring for your fourth slot or if you’re missing one or more of the characters suggested in the pre-made teams.
Global Server (Early)
HOTSAUCE EXPERTS [Standard]
TEAM EXPLANATION
- Centurion is a great Carry that can cover both single target and AoE damage using her Insights/Skills or Ultimate respectively. She also gains Moxie incredibly quickly, making it really easy to optimize her damage output. Though she isn't what she used to be, she is really solid for pushing early content and will net you a smooth ride through the early and mid-game.
- An-An Lee provides +DMG Dealt while Medicine Pocket inflicts +DMG Taken, which helps Centurion squeeze that extra bit of damage from her already high-power arsenal.
- Offense isn’t the team’s only strong suit. Centurion heals herself when she casts her Ultimate and inflicts [Weakness] to reduce enemy damage. Meanwhile, An-An Lee routinely applies -DMG Taken to all allies and Medicine Pocket provides healing and [Sturdiness].
- This team is extremely versatile, powerful in the offensive department and the defensive department.
PHYSICAL BEAST [BUDGET]
TEAM EXPLANATION
- Centurion is a great Carry that can cover both single target and AoE damage using her Insights/Skills or Ultimate respectively. She also gains Moxie incredibly quickly, making it really easy to optimize her damage output. Though she isn't what she used to be, she is really solid for pushing early content and will net you a smooth ride through the early and mid-game.
- Bkornblume is the obvious non 6-star choice here, having access to a powerful -Reality DEF and +DMG Taken debuff for opponents that Centurion can maximize her damage off of.
- While less defensively suited than the Whale version of this team due to Bkornblume’s natural squishiness, adding a unit like Balloon Party or Dikke (or even La Source) can help keep the team in the fight.
- This team is strong offensively, with Centurion and Bkornblume both having access to high-damage options and a bit of enemy control through Centurion’s [Weakness] debuff and Bkornblume’s crowd control."
TSAR BOMBA [Standard]
TEAM EXPLANATION
- Utilizes Voyager’s [Confusion] and Medicine Pocket’s +DMG Taken debuffs to greatly increase Lilya/Regulus’s damage output and help them increase their Crit chance when they need to. This is especially potent in the early game when Resonance and Psychubes don't provide all the required Crit stats yet.
- The team is kept safe with Voyager’s [Counter] and [Chorus Ensemble] effects while Medicine Pocket provides direct healing and [Sturdiness] for consistent damage reduction.
- If you’re feeling ballsy you can try swapping Medicine Pocket with An-An Lee, this will forgo healing for +DMG Dealt (further increasing the damage output) and -DMG Taken (for additional defense)."
BUDGET STAR [Standard]
TEAM EXPLANATION
- Sonetto provides consistent +DMG Dealt and -DMG Taken buffs to help Lilya/Regulus optimize their damage under the suboptimal circumstances. Meanwhile Tennant further increases Lilya’s damage with her [Diamond Bullet] buff reducing an enemy’s Reality DEF while Dikke is otherwise used for the actual healing rather than shielding.
- Tennant’s incredibly consistent shielding and Sonetto’s [Disarm] help keep the team safe as they rushes to get their Ultimates online. Do note that shields alone are hard pressed to sustain a team, and in some cases it might be better to run Dikke for some actual proper sustain.
- Erick is an honorable mention for her potent -Crit Resist and -Crit DEF debuffs, which can help Lilya and Regulus start landing crits even in the early game. Since Erick is a 4✦, you are very likely to have her."
Old Times' Sake [Standard]
TEAM EXPLANATION
- Eternity, while playing in a full team, needs allies that can help her stay alive until she hits 5 stacks of her [Blood of Longevity] passive. She prides herself on survivability, but this causes her damage output to be lower than other high-rarity Carries.
- An-An Lee is utilized for their +DMG Dealt and -DMG Taken buffs, which synergize well with Eternity. Their own surprisingly high damage output can also make up for what Eternity herself lacks.
- New Babel is an option if you prefer [Shield]s or are on a stage where the outgoing damage is consistently high. If you aren't comfortable with just NewBabel, instead you can use Medicine Pocket to provide actual healing."
Budget Mineral [Standard]
TEAM EXPLANATION
- Eternity, while playing in a full team, needs allies that can help her stay alive until she hits 5 stacks of her [Blood of Longevity] passive. She prides herself on survivability, but this causes her damage output to be lower than other high-rarity Carries.
- Sonetto is utilized for their +DMG Dealt and -DMG Taken buffs, which synergize well with Eternity. Her own decent damage output and access to [Disarm] also help mitigate some of Eternity's problems.
- Balloon Party has the ability to reduce incoming damage while providing healing, which also synergize excellently with Eternity’s needs."
Low-Star [Standard]
TEAM EXPLANATION
- Eagle is the queen of low-rarity Carries, providing insane burst damage with her Ultimate having a 100% crit chance at Portray 4 and her own [Sense Weakness] debuff decreasing an enemy’s Reality and Crit DEF. Other options include Pavia for AoE DMG or Matilda for a moreso Crit oriented team.
- Sonetto is present for her potent +DMG Dealt buff helping Eagle and herself deal excellent damage.
- La Source’s healing and control via -Moxie on enemies makes her a really solid low-rarity healer, while Sonetto’s [Disarm] and -DMG Taken further help Eagle tank any hits that may come her way.
- Erick is an honorable mention for her -Crit Resist and -Crit DEF, which can help Eagle land crits."
THEATRE!!! [Standard]
TEAM EXPLANATION
- Charlie is considered one of the best 5✦ Carries in the game. At Portray 3, where her Skill’s increased damage requirements become more lenient, she starts dealing more damage (though marginally) than even Lilya.
- Note: While Charlie deals increased damage when she has buffs on her, her Insights grant her her own buffs. Since buffs can’t overlap, bringing anyone with +DMG Dealt is not recommended.
- Baby Blue’s decent -Mental DEF and +DMG Taken debuffs here synergize nicely with Charlie’s kit.
- We selected Medicine Pocket or Dikke for their healing (and [Studiness] + [Daze] in Medicine Pocket’s case) to keep the extremely squishy Charlie alive and above 50% HP so she can trigger her Insight 3.
- The reason why Charlie isn’t typically paired with Crit supports unlike her Star Afflatus peers is because Charlie has a deceptively abysmal Crit Tech, having only a 6.56% base Crit Rate at Insight 2 versus Lilya/Regulus’ massive 15.56% base Crit Rate."
Rock Solid [Standard]
TEAM EXPLANATION
- Satsuki and Druvis form a Carry pair here, with Satsuki jumping in on Druvis' consistent application of [Petrify] to extend its duration with [Rigidity]. As all of the units deal Mental DMG, you won’t have to worry about enemies breaking out of the control early.
- While offensively being lackluster, the constant [Petrify] and decent damage coming from both Satsuki and Druvis ensures that, once the combo is going, it is very hard for enemies to break out of.
- Druvis and La Source are the defensive units in this team. Druvis provides the team with DMG Heal and Leech Rate via her [Circle of Life] buff at Insight 3, which also triggers her Insight 1, while La Source’s consistent healing makes sure that the team is topped off while they execute their combo.
- There isn’t much in the way of offensive buffing or debuffing, resulting in somewhat mediocre damage from Satsuki (Druvis buffs herself with Insight 1), but the team is definitely a useful pocket pick for if a certain annoying stage is holding you back.
- The reason why this team isn’t commonly built any more is because Jessica shook the Plant meta into a more damage focused attitude using [Poison] to nuke waves of enemies. Despite this, this team remains a solid option and is probably one of the better [Control] based teams available."
SLEEPGE [Standard]
TEAM EXPLANATION
- Mostly a meme team, it revolves around using each Arcanist’s respective [Counter] spells to set up rounds of passive damage from taking enemy attacks.
- Voyager is used here as the main Carry as her Ultimate “Galactic On Strings” is the only Ultimate in the group with good damage, she is also known for having surprisingly high damage output. The other offensive side of this team is the [Counter] skills from all involved Arcanists dealing continuous damage.
- Defensively the team is actually rather solid. Voyager’s “Chorus Ensemble” and Ultimate can inflict [Seal], [Silence] and -Moxie. NewBabel uses [Taunt] and [Shield] to keep the team safe from direct damage and Balloon Party provides -DMG Taken and healing.
- If you decide to build this team, please know that it is not at all intended to be an optimal strategy for anything. Though it is powerful defensively."
Global Server
Sneaks [Standard]
TEAM EXPLANATION
- Melania is a single-target oriented Carry that thrives off of hoarding AP as much as she can. Her damage is primarily dealt through her Ultimate, utilizing the [Skillful Thief] buff to quickly cycle it and the slowly-stacking [Established Plan] buff from her Insights to continuously rack up damage. At maximum potency, her Ultimate can hit for massive Mental DMG.
- An-an Lee and Medicine Pocket here are the perfect offensive pairing for Melania to take her turns. Both are AP-generous with An-an Lee auto-upgrading her cards and Medicine Pocket having spammable skills. An-an Lee also provides extra +DMG Dealt that pairs well with Medicine Pocket’s +DMG Taken debuff, which greatly benefits Melania’s single-target damage output.
- Medicine Pocket is the defensive cornerstone here, providing high healing output and layers of [Sturdiness] to keep the squishy Melania alive. An-an Lee too helps with this by consistently inflicting [Daze] to keep enemies from taking actions.
- While this team is almost entirely single-target, it absolutely excels at its job. Mainly, high 1-target damage that only improves as the fight goes on (which will inevitably become better and better when more bosses are released such as Raids)."
JAIL TIME [BUDGET]
TEAM EXPLANATION
- Melania is a single-target oriented Carry that thrives off of hoarding AP as much as she can. Her damage is primarily dealt through her Ultimate, utilizing the [Skillful Thief] buff to quickly cycle it and the slowly-stacking [Established Plan] buff from her Insights to continuously rack up damage. At maximum potency, her Ultimate can hit for massive Mental DMG.
- Diggers is here as the 5-star unit from Pickles’ banner as the two aren’t very far apart. While he may look like an inferior Baby Blue, in our opinion, he is the perfect budget support for Melania. His universal -DEF debuff allows Melania to deal her damage while Diggers’ spammable debuffs make him relatively AP-generous.
- Diggers capitalizes on Melania being almost entirely single-target (with exception of “Clockwork Rat Infestation for self-healing) to inflict the [Nightmare] debuff. He also provides further defensive support by inflicting [Weakness] and [Terror], helping Melania stay alive.
- Dikke is used here as the single-target damage focused healer, further enhancing the potency of the [Nightmare] debuff while providing a bit of healing on top of Diggers’ Insights and cleansing for when it's needed.
- This team is single-target focused to make the most out of [Nightmare] while letting Melania run her rounds. It is also incredibly heavy on Moxie control, with the [Terror] debuff and Melania’s Moxie stealing ensuring that enemies will never get to activate their Ultimates."
DOGWALKING [Standard]
TEAM EXPLANATION
- Due to Pickles’ universal +DMG Dealt buff on “Thus Spoke Pickles” he slots into a lot of different team comps. His extremely AP-generous playstyle and swift Moxie generation allows him to both keep up with Carries that cycle their Ultimates quickly and those that want AP-generous teammates. Besides, his own damage output isn’t too bad, as he gains increased damage or Penetration Rate while he is in the [Clarified Topic] state.
- The +DMG Dealt buff from his Ultimate is long-lasting and buffs damage universally, making Pickles usable in both Mental and Reality damage teams. Medicine Pocket is here to provide the +DMG Taken debuff and also their AP-generous playstyle.
- Medicine Pocket is the defensive anchor for this team, utilizing their high healing output and constant application of [Sturdiness] to keep Pickles and their Carry companion up and fighting. They also provide extra puppies for Pickles to play with, how kind.
- For obvious reasons, Tooth Fairy is also an applicable healer here. Her Crit debuffs are great, her healing output is insane and she is one of the few units with an AoE cleanse."
CHEMICAL WARFARE [Standard]
TEAM EXPLANATION
- Jessica is the best Plant Carry we have at the moment (at least until Marcus releases), with her capitalizing off of [Poison] stacks on enemies to massively increase her own damage. Her Skill 1, for example, can hit for a solid 625% Reality DMG if the targeted enemy is carrying 3 stacks of [Poison] (that’s basically an ST Ultimate multiplier).
- Note that Jessica’s damage caps out at 3 stacks of [Poison], which she struggles to inflict on her own with her Insight 1, 3 and her Ultimate. Due to this, either Sotheby or Kanjira are required to faciliate this until further Poison Supports are released.
- Due to the importance of Sotheby as a key unit you can also slot her into the Support role (this is easier in 4-man content), though this will make you lose out on other powerful synergies such as Bkornblume for the -Reality DEF and An-an Lee for her powerful offensive and defensive buffs.
- More than most, Jessica capitalizes off of high-rank cards, so utilizing An-An Lee to set up 3-star cards only to reshuffle them using Tuning is a potent way of facilitating both Jessica’s damage and Sotheby’s AP-greediness.
- Besides Sotheby, your best pick in terms of healers is Tooth Fairy. Together with Kanjira's [Confusion], Tooth Fairy can set Jessica up to viably Crit."
HONORS STUDENTS [Standard]
TEAM EXPLANATION
- Kaalaa Baunaa comes in with very high damage that has to ramp up over the course of a fight. Proper use of her [Planet] and [Divination] effects in combination with her Ultimate is required to make the most of her, such as deciding between self-sustain (Mars) or damage (Saturn). This, combined with her kit’s focus around spamming her Ultimate to trigger its extra effects, causes Kaalaa Baunaa to eat a lot of AP.
- Pickles is almost made to support Kaalaa Baunaa. He only has to take an action every other turn to proc [Proposition of Clarification], which grants him all he needs (extra damage, additional Moxie), meaning Kaalaa Baunaa can take as many actions as she needs. His Ultimate +DMG Dealt also lines up pretty well with Kaalaa Baunaa’s rotation, meaning she is always buffed when she needs to be.
- Tooth Fairy here is the standard healer option. Black Dwarf has a surprising Crit Tech, so Tooth Fairy can super-buff that with her powerful Crit debuffs. Her high healing output and cleansing also makes sure that Kaalaa Baunaa can keep taking as much AP as she needs to.
- More than most, Jessica capitalizes off of high-rank cards, so utilizing An-An Lee to set up 3-star cards only to reshuffle them using Tuning is a potent way of facilitating both Jessica’s damage and Sotheby’s AP-greediness.
- Balloon Party can also be utilized to occasionally proc her “Coughing Weirdo” [Counter] and then going AFK, allowing Kaalaa Baunaa to use all the AP she needs to cycle her Ultimate.
- An-An Lee can also be slotted in instead of Pickles, as she has a similar sort of AP-Positive kit."
MATH CLASS [STANDARD]
TEAM EXPLANATION
- 37 capitalizes off of the extra action on Lilya’s “Crosswind Takeoff” ability to quickly stack up her [Eureka] buff and trigger the [Supplementary Formula] attack as often as possible.
- Exploits Tooth Fairy’s powerful -Crit Resist, -Crit DEF and [Confusion] debuffs to basically guarantee any decently built Crit Carry landing crits when they need to deal damage.
- The team is kept safe by Tooth Fairy’s potent healing via “Lullaby”, Insight 3 and the team-wide cleansing on her Ultimate.
- If the team lacks defensive power, bringing NewBabel into the mix instead of Lilya will help with survivability, albeit at the cost of the team’s overall damage output. In exchange, with how NewBabel functions, she can also help charge [Supplementary Formula] faster.
- You really can’t go wrong with either variation of the team, it more so hangs on how comfortable you are swapping between the defensive and ap-generous Regulus and the more aggressive Lilya (especially because Lilya provides no real support)."
CN Server
Good Heaven!!! [STANDARD]
TEAM EXPLANATION
- Spathodea rides a fine line between Centurion and Melania, focusing instead on high bursts of damage with downtime in between as opposed to other Carries’ more rapid playstyles. She excels when being provided ways to upgrade her cards due to the increased crit rate and [Burn] application that comes with that and Crit-based supports.
- An-an Lee or 6 are primarily here for their ease of use, considering Spathodea’s AP-greedy playstyle, and their ability to either upgrade their own cards to shuffle with Tuning or upgrading Spathodea’s cards specifically with [Empower Incantation I]. In addition, they can provide powerful offensive buffs or debuffs that Spathodea scales extremely well with.
- The decision between Medicine Pocket and Tooth Fairy depends on the Portray you have Spathodea at. In her early Portrays, Spathodea might need some help with landing crits, which are problems greatly alleviated by Tooth Fairy’s presence. However, from Portray 3 onward, Spathodea is easily capable of maxing out her own Crit Rate, and with no crit conversion, Medicine Pocket’s consistent +DMG Taken debuff provides more damage to her overall."
JIU NATIONAL [Standard]
TEAM EXPLANATION
- Jiu Niangzi is the undisputed Queen of DPM, dealing significantly more damage than literally every other Carry in the game. Though she provides only damage, given the current scaling of content, she breezes through basically any challenge, and has been seen hitting SSS rank on Raids in a team composed of just her and 37. Much of her damage is dependent on her ability to generate [Liquor], for which she needs allies that can apply continuous/various buffs.
- Isolde is used for her synergy with Jiu, who attacks a lot (and thus applies Burn consistently). Where Jiu provides Isolde with rapidly amounts of Heat, Isolde provides Jiu with potent -Crit/Reality DEF (both of which apply), additiona damage from [Intermezzo] and consistent +DMG Dealt buffs from the Ultimate and [Finale]. Initially 37 was used in this spot, and while she is still viable, 37 has problems that get solved by the Jiu National team, whereas Isolde actually provides additional things to the team.
- With his release, 6 has become a staple (almost must) pick in Raids. His sheer number of buffs, debuffs and decent single-target damage together with his access to giving his Carry [Incantation Empowerment I] to upgrade their cards allows 6 to occupy a spot for just about every Raid team. In this team specifically, his Insights and “Duties and Obligations” cards allow him to apply several unique buffs that feed Jiu her [Liquor].
- Tooth Fairy here is the standard healer option. Jiu Niangzi has some synergy with Crit-oriented supports, and given just how much damage she does, Tooth Fairy’s highly consistent crit debuffs serve as a great way to enhance her damage output even further."
One Punch Woman [STANDARD]
TEAM EXPLANATION
- Spathodea is a high burst single-target damage Carry that cares about 2 things: Crit and Burn. She has among the highest burst damage in the game, being able to break into the 100k in a single hit (under the right circumstances).
- Initially, Spathodea saw little use in standard 3-man teams because you were pushed into using Ulu (a very bad and also AP-negative Support) to facilitate Spathodea's damage. This problem has since be alleviated by Isolde's release, whose -Crit/Reality DEF debuffs, +DMG Dealt buffs and extremely consistent application of Burn give Spathodea all she needs to excel in standard comps.
- Tooth Fairy is naturally here as a defensive anchor for the squishy Spathodea and Isolde. Besides her amazing burst healing, her -Crit RES/DEF debuffs and [Confusion] help to further enhance Spathodea's' damage output."
Girls With Hyperfixations [STANDARD]
TEAM EXPLANATION
- 37 is a high AoE DMG Crit Carry that relies on Crit support and generates Eureka from Follow-Up Attacks to continuously cast [Supplementary Formula]. A majority of her damage is in her ability to Crit on Genesis DMG, which usually can't Crit. What 37 needs most is a Support that can also deal damage, as without her Portrays she doesn't fully work as a Carry.
- Isolde is an almost perfect Support for 37. Though the -Reality DEF doesn't apply to her, the massive -Crit DEF debuff (and +DMG Dealt buffs) does, and her constant [Intermezzo] Follow-Up attacks also help with generating Eureka for 37's [Supplementary Formula] casts.
- Tooth Fairy is naturally here as a defensive anchor for the squishy 37 and Isolde. Besides her amazing burst healing, her -Crit RES/DEF debuffs and [Confusion] help to further enhance 37 and Isolde's damage output."
Reading Club [STANDARD]
TEAM EXPLANATION
- Marcus is the new kid on the block who brought books and a glock. She has an extremely high damage ceiling and focuses on upgrading her own cards by consuming Eureka which she gains when a target with [Annotation] takes an action. However, a part of kit is locked behind having 3 Plant, Spirit and/or Intelligence allies (including herself). With no healers from Spirit and Plant, you rely on Druvis' [Circle of Life], Sotheby or La Source (none of which synergize with her) to get her to do any meaningful cycling.
- 6 is present because his consistent application of [Incantation Empowerment] grealy improves Marcus' damage potential as she wants to cast her cards at rank 2 or higher. A different option for Support includes An-An Lee, whose self-upgrading system can provide high rank cards as food for shuffling with Tuning.
- Druvis forms the awkward defensive cornerstone of the team, relying almost exclusively on her [Circle of Life] buff to provide Marcus with Leech Rate and [Petrify] to mitigate incoming damage through crowd control. The reason Sotheby isn't used frequently is because her AP-Negative playstyle makes her team-up with Marcus extremely awkward and La Source simply doesn't keep up as far as content goes."
Flex characters
CHARACTER | ROLE AND EXPLANATION |
---|---|
A Knight is a versatile sub Damage Dealer. Use him to “clean up” enemies who are left with low HP to enable him to charge his ultimate faster, and give all allies a DMG Bonus of 50%. | |
Very AP-generous, good damage, has Dispel and a buff of +30% DMG dealt for two rounds to all allies on his ultimate. This good boy has it all and will be your best friend wherever you go. | |
Sonetto’s Buffs and Disarm are welcome in any team, and her own damage is decent, especially against large groups of enemies. | |
Another character who has it all, Balloon Party can offer reliable healing, counter and damage reduction. Bein a 5-star also makes her more accessible than the 6-star healers, while still fitting in almost any team. | |
La Source is a very cheap to raise Healer but very effective on her job. Being a low rarity, it’s very easy to get her Portray at max, and on top of reliable Mass Healing, a P5 La Source can completely deplete all 5 Moxie of the target with her ult, not only cancelling the enemy’s ult, but also giving the team plenty of time before that bar raises again. | |
Another inexpensive character, obtained for free early on in the story. Leilani has a Moxie gain mechanic built in both on her passive and her Ultimate, making her viable for sacrifice strats or to use as a substitute and turn the tide of the battle. | |
X has a variety of utility tools at his disposal, being able to dispel [Pos Stats], [Stats Up], [Counter], lower enemy Moxie by 2 and still benefit further just from doing his job, as his passive enables him to apply [Silence] and later on at i3, [Disconcert]. The best part is that usually these tools are needed more often against elite enemies or bosses, and while X doesn’t have a good damage output on regular scenarios, most elite enemies and bosses also happen to be from the Spirit afflatus, the only kind a character like X has DMG advantage against. | |
A low rarity character with a wide range of debuffs who is very beneficial to Mental DMG teams and Crit. Oriented Teams. Twins Sleep can reliably lower all enemies’ Damage and Critical DEF, as well as lower a single target’s Mental DEF or inflict [Nightmare] status. Keep an eye for their passive “Arcane Stamp” that triggers every other round, as it makes any debuff they apply last an extra round. |