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Lupa
仲間 仲間

Lupa

When hit, boost the effects of a random ally and enemy by 1

Lupa

Basic Info

  • Tribe: Common (available to all tribes)
  • Attack: 2
  • HP: 4
  • Counter: 3
  • Effect: When hit, boost the effects of a random ally and a random enemy by 1

Rating

A-tier disruptive support with explosive upside. Lupa's effect triggers every time she is hit: one random ally gains a permanent +1 to their primary effect value, and one random enemy also gains +1. The ally boost is unconditional permanent growth — Attack, HP-scaling bonuses, Snow application amounts, Ink stacks, anything measured numerically improves by 1. Over a fight where enemies attack Lupa four times, she might distribute +4 total effect points across your team.

The enemy boost is the cost. Lupa's symmetry means she's increasing enemy effectiveness at the same time as boosting allies. Against a boss with a dangerous effect (applying Daze, high Snow stacks, Teeth), triggering Lupa can raise that effect's intensity. The randomness matters: sometimes the enemy boost lands on a harmless unit or a unit you've already frozen, negating the downside entirely.

In practice, the ally boosts tend to outweigh the enemy boosts because your team has multiple units scaling off effect values (Gojiber's HP, Snobble's damage-Snow, Yuki's Snow-Attack), while enemy effect pools are narrower. Counter 3 also means Lupa moves quickly for a support unit — she contributes attacks between boosts.

Available to all tribes, Lupa is an excellent common companion in any deck that has high-effect allies who benefit disproportionately from a +1 boost.

How to Use

Lupa wants to be hit frequently to maximize the rate of ally boosts. Front-row placement lets enemies attack her every Counter cycle, but with only 4 HP she won't survive long. Mid-row works if enemies have Barrage or zone effects that splash onto her. The key tension: more hits = more boosts, but more hits = faster death.

Ideally, Lupa sits behind a front-row tank that draws primary enemy fire while Lupa absorbs occasional splash or redirected hits. This way she generates boosts without being the direct tank herself.

The random targeting of boosts means you can't guarantee which ally benefits. In small teams (2–3 companions), probabilities favor your best ally getting boosted. In large teams, the distribution spreads more thinly. Running Lupa alongside one or two high-impact allies (Gojiber, Snobble, Snoof) makes each boost more impactful regardless of which ally is selected.

Counter-reduction charms on Lupa increase her own attack frequency. At Counter 2, she contributes 2 damage rapidly — still minor — but the charm investment itself doesn't increase boost frequency (that requires more enemy hits, not a faster counter).

HP and Block charms directly extend her boosting window. Each HP point or Block layer means more potential enemy hits before she dies, more boosts generated.

Good Synergy Cards & Charms

  • Gojiber — +1 boost to Gojiber raises his HP-scaling damage by 1; multiple boosts compound significantly
  • Snobble — +1 boost raises his damage-Snow proportion; Attack and effect both scaling
  • Snoof — +1 boost raises Snoof's Snow per attack from 1 to 2; one of the highest-value single boost targets in the game
  • HP-up charms — more HP = more hits survived = more boosts generated
  • Block/Shell charms — similar to HP; each Block charge absorbs a hit that would kill Lupa, extending her boosting lifespan

In-game Effect Text

When hit, boost the effects of a random ally and enemy by 1

Synergy Cards

  • Gojiber — shared: effect-scaling companion
  • Snobble — shared: effect-scaling companion
  • Snoof — shared: effect-scaling companion