Understand Dreamer's Bond
Useful when…
- Consider it when the squad can use both Energy and Health regeneration.
- Use its combined effect when you prefer to cover both resources with one Aura slot.
What regeneration does it provide?
Dreamer’s Bond affects the squad. At rank 0 it provides +0.05 Energy Regen/s and +0.25 Health Regen/s; at rank 3, +0.2 Energy Regen/s and +1 Health Regen/s; and at rank 5, +0.3 Energy Regen/s and +1.5 Health Regen/s. These are per-second rates.
Aura fit and rank priorities
This Uncommon standard Aura has Aura polarity, base drain −2, and maximum rank 5. Its listed rank steps cost 20 Endo and 966 Credits from rank 0 to 1, 80 Endo and 3,864 Credits from rank 2 to 3, and 320 Endo and 15,456 Credits from rank 4 to 5. Ranking improves both rates; the final listed step has a substantially higher cost, so consider whether the additional regeneration is useful before investing in that step.
How does it compare with other auras?
Energy Siphon lists +0.6 Energy Regen/s, and Rejuvenation lists +3 Health Regen/s; each offers a higher rate in its named resource than Dreamer’s Bond’s rank 5 rate for that resource. Dreamer’s Bond combines Energy and Health regeneration. Dead Eye instead lists +52.5% Sniper Rifle Damage for the squad, so it serves a different purpose. Choose between these only according to the effect you need and their listed Aura polarities: Naramon for Energy Siphon, Vazarin for Rejuvenation, and Madurai for Dead Eye; Dreamer’s Bond has Aura polarity.
Limitations and tradeoffs
- Its combined rank 5 regeneration rates are lower than the listed single-resource rates of Energy Siphon and Rejuvenation.
- The rank 4-to-5 step has a listed cost of 320 Endo and 15,456 Credits.
Common mistakes to avoid
- Dropping the per-second units when comparing its regeneration rates.
- Expecting its Energy or Health rate to match the higher single-resource rates listed for the comparison auras.






