The numbers below can be beaten if you get good RNG with your rotations; however, if you can reach these numbers, it means that you understand your class and the rotation that comes with it.

Some Benchmarks are done on huge hitbox to reduce RNG.

All benchmarks were done with stat infusions.

The compositions supplied in these sections are based on the current records and may require additional tweaking to suit your squad's own needs.


Group 1

Group 2

Group 3
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Why This Setup?

Power Daredevils are taken to quickly take care of the Lamp with Throw Magnetic Bomb.

With the combination of from the Power Chronomancers and from the Power Spellbreaker, it's possible to ignore the Pyres.

Power Daredevil need to take to be able to use their Stolen Skill twice. This will be in the form of Throw Magnetic Bomb and Detonate Plasma. This will help with boon uptime, burst phase DPS and CC.

The Alacrity Renegade provides decent buffs and makes the Breakbars trivial.

Kiting needs to be rotated between three different people;

The Power Chronomancer needs to get back to the group for Phase 2 & 3, otherwise is not off Cooldown. The Power Spellbreaker has be with the group during Phase 1 & 2 in order to have permanent Alacrity for , however Phase 3 is longer which allows them to kite that phase. The Power Soulbeast is just a filler for Phase 2 kiting.

Numbers To Aim For

The numbers displayed here are based on each of the burn phases.