Understand Dodoco Tales
Useful when…
- Use it on an ATK-oriented catalyst wielder who lands both Normal and Charged Attack hits.
- Consider its refinement when the wielder makes frequent use of both sides of the passive.
How the attack sequence works
At R1, a Normal Attack hit on an opponent increases Charged Attack DMG by 16% for 6 seconds. A Charged Attack hit then increases ATK by 8% for 6 seconds. At R5 those values rise to 32% and 16%, respectively. The triggers are hits, so simply using an attack without connecting does not satisfy the stated condition. The two bonuses are distinct: Normal hits set up Charged Attack damage, and Charged hits grant ATK.
Practical use
Its ATK secondary stat and attack-linked passive suit an on-field catalyst user whose damage includes Charged Attacks and who can land Normal Attacks to raise their Charged Attack damage. A practical pattern is to include Normal Attack hits before Charged Attacks, then land Charged Attacks to receive the ATK bonus. No specific character, team, or exact attack sequence is required by the weapon text, so assess the wielder by whether both types of hits fit their play pattern.
Investment priorities
Ascension raises the weapon through six stages; the examples list the Mora and material requirements for selected stages. Refinement raises both passive values, from 16% Charged Attack DMG and 8% ATK at R1 to 32% and 16% at R5. It requires copies of the weapon, so the benefit is relevant chiefly when the wielder regularly activates both triggers. Refinement does not extend either six-second duration.
Limits and comparison
A wielder who relies on Skill or Burst damage, or who rarely lands Charged Attacks, will make less use of its conditional bonuses. A Thousand Floating Dreams instead grants party-composition-dependent Elemental Mastery and some Elemental DMG Bonus to its wielder, while also granting Elemental Mastery to other party members. Angelos' Heptades has an ATK stat and shield-triggered team damage and Energy effects; it depends on shield creation, a different condition from Dodoco Tales' attack-hit loop.
Limitations and tradeoffs
- The Charged Attack DMG bonus needs a Normal Attack hit first.
- The ATK bonus needs a Charged Attack hit.
- Both bonuses last 6 seconds, so pauses can cause them to expire.
Common mistakes to avoid
- Repeating Normal Attacks and expecting the Charged Attack hit trigger to grant ATK.
- Expecting a Charged Attack bonus without first landing a Normal Attack hit.
- Assuming Skill or Burst hits activate either passive effect.






