Dreamville Adventure GUIDE
Understand Dreamville Adventure
Useful when…
- Supporting allies whose important damage comes from a type of ability the wearer can use immediately before them.
- A flexible party damage buff when the wearer can switch the buff between Basic ATK, Skill, and Ultimate damage as needed.
How does the buff work?
After the wearer uses a Basic ATK, Skill, or Ultimate, all allies gain Childishness, which increases damage from that same type of ability. At S1 the increase is 12%; it rises to 20% at S5. The buff applies only to the most recently used ability type and cannot stack, so using a different type replaces the previous type of bonus.
When should I consider it?
It fits a support who can choose which ability type the party should boost and act before the allies that benefit from it. The effect is party-wide, but it does not increase every kind of damage at once: match the wearer’s latest action to the damage source you want to improve. A Grounded Ascent instead rewards using Skill or Ultimate on one ally, while But the Battle Isn't Over adds Energy Regeneration Rate and conditional Skill Point recovery; Carve the Moon, Weave the Clouds cycles randomly among three team buffs.
What should I improve first?
Promotion raises the Light Cone’s level. Superimposition raises the listed Childishness damage bonus from 12% at S1 to 20% at S5, using a duplicate copy at each step. Prefer investing in superimposition when this specific buff is valuable to your party; copies compete with keeping another Light Cone available.
Limitations and tradeoffs
- The boosted damage type follows only the wearer’s latest Basic ATK, Skill, or Ultimate.
- The buff cannot stack with itself; a later different ability type changes the bonus.
- Superimposition consumes duplicate copies.
Common mistakes to avoid
- Assuming Childishness boosts all ability types simultaneously.
- Using a different ability type and expecting the previous type’s bonus to remain.
- Treating the effect as stackable.
Effects and reference details
Solidarity · Superimposition
The passive activates only on a wearer following Harmony. Each additional rank uses a duplicate or its designated special material.
S1 After the wearer uses a certain type of ability such as Basic ATK, Skill, or Ultimate, all allies gain Childishness, which increases allies' DMG for the same type of ability as used by the wearer by 12%. Childishness only takes effect for the most recent type of ability the wearer used and cannot be stacked.
S2 After the wearer uses a certain type of ability such as Basic ATK, Skill, or Ultimate, all allies gain Childishness, which increases allies' DMG for the same type of ability as used by the wearer by 14%. Childishness only takes effect for the most recent type of ability the wearer used and cannot be stacked.
S3 After the wearer uses a certain type of ability such as Basic ATK, Skill, or Ultimate, all allies gain Childishness, which increases allies' DMG for the same type of ability as used by the wearer by 16%. Childishness only takes effect for the most recent type of ability the wearer used and cannot be stacked.
S4 After the wearer uses a certain type of ability such as Basic ATK, Skill, or Ultimate, all allies gain Childishness, which increases allies' DMG for the same type of ability as used by the wearer by 18%. Childishness only takes effect for the most recent type of ability the wearer used and cannot be stacked.
S5 After the wearer uses a certain type of ability such as Basic ATK, Skill, or Ultimate, all allies gain Childishness, which increases allies' DMG for the same type of ability as used by the wearer by 20%. Childishness only takes effect for the most recent type of ability the wearer used and cannot be stacked.
References and version
Game data version: 4.6.0
Technical source data for verification
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