Dorothy: SerendipityInformation and Guide

Character
Introduction

Dorothy: Serendipity is a SSR rarity Burst
3
character from the Attacker class, who wields a Shotgun
Shotgun
weapon and belongs to the Water
Water
element. She's part of the Pilgrim
Pilgrim
faction.

To learn more about Dorothy: Serendipity check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Dorothy: Serendipity check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Investment tips

Teams

Profile

Skills
Normal Attack

Normal Attack

Shotgun

Mode: Normal

Ammo: 9

Reload: 1.5s

■ Affects Target(s).

Deals 201.5% ATK as damage.

Deals 200% damage when attacking core.

Skill 1

Flash

Passive

Cooldown: -

■ Activates when hitting the target with 80 pellets. Affects self.

Gains Pierce for 3 round(s).

Hit Rate ▲ 98.18% for 3 round(s).

Attack damage ▲ 72% for 3 round(s).

Pellet count is fixed at 1 for 3 round(s).

■ Activates when hitting the target with 160 pellets. Affects self.

Expands Pierce range by 200% for 3 round(s).

Skill 2

Radiant Wings

Passive

Cooldown: -

■ Activates when entering battle. Affects self.

Pierce damage ▲ 55.08% continuously.

■ Activates only during Full Burst. Affects self.

ATK ▲ 75.24% continuously.

Hit Rate ▲ 40.68% continuously.

Burst

False Salvation

Active

Cooldown: 40s

■ Affects self.

Attack speed ▲ 65% for 15 sec.

ATK ▲ 88.12% for 15 sec.

Number of pellets ▲ 5 for 15 sec.

Specialties
Buffer
Voice Actors
ENG
-
JPN
-
KR
-
Gallery

Review

Review
Can you give a brief summary about this unit?

Dorothy is a fantastic Shotgun unit that can fire piercing pellets, dealing damage to multiple enemies and parts at once. Her uniqueness also allows her to hit hidden cores, evident on Kraken and Blacksmith. While her damage ratios are low, her self buffs are immense and compensate for them. Attack Speed, Hit Rate, ATK DMG, Pierce DMG—everything she needs to deal damage in any kind of situation, whether it be Campaign, Bossing, or PvP. That doesn't mean she excels at all those, however.

In Campaign, Dorothy: Serendipity can be used as a standalone Water unit. One of Dorothy's advantages over other shotguns is that she is not inherently reliant on Tove (although Tove is undoubtedly a good pair for her). That means you can pair Dorothy with, let's say, Siren, and she would be totally usable. With that said, Dorothy is a quite good Campaign unit thanks to her piercing capabilities and lots of self ATK buffs, but she has one flaw—to get those piercing shots, she needs to land 80 pellets. The problem is landing those 80 pellets can be challenging in an expansive environment, especially if the enemies are out of reach. Terrain doesn't count!

Now, we enter Doropity’s arena: Bossing. Dorothy stands out as one of the best bossing units in the game. It’s not just that her base damage is unmatched against Water-weak, but it’s also her incredible flexibility when it comes to team comps. She works with virtually any type of support! Whether it’s pierce buffers like Grave, SG buffers like Tove, ammo buffers like Noir, damage-taken buffers like Siren or Blanc, or general buffers like Liter, Doropity works with them all. This versatility makes her a top-tier pick for all kinds of bossing content and one of the highest-priority units to build. Her damage may not be the best at everything, but it’s at the very least decent for everything. You can slot her into almost any filler team, and she’ll still dominate, even in neutral element conditions. Especially with Tove’s brand new treasure, the SG team will remain a high value option for tackling neutral element bosses, allowing Doropity to continue impressing in neutral matchups for the foreseeable future.

In PvP, Dorothy is no more than a single-target damage dealer hitting the enemy's frontline (attacking) or backline (defending). Her burst generation is average, and when bursting, her damage expression is similar to Alice in Burst. Unlike Alice, Doro can do off-burst and still deal notable amounts of damage. That's thanks to her weapon being naturally powerful and having buffs that unconditionally trigger on Full Burst. Unfortunately, Dorothy as a Water unit means she is vulnerable to Electric units, which infest Arena. While this is a disadvantage, it can be used to your advantage — such as using her as a bait for Rosanna. Another thing to note is that, as an SG, Dorothy feeds Jackal and is extremely vulnerable to Scarlet’s S2.

Should I get this unit?

Dorothy is a great addition to everyone's shotgun rosters, even if you don't have a Shotgun team built yet She is still a flexible and appreciable DPS. She can be plugged into your Siren + Crown team, for example. Simply an amazing Water DPS.

Having Doropity will 100% help you rank higher in Solo and Union Raids (esp. Water-weak) and potentially reach a higher milestone against Harvester AI, or even clear certain bosses in Campaign more easily. Beginners without proper DPS units can also use her to journey through Campaign with more ease, until better options come along.

With that said, our verdict is YES. Get her. Doro is a seasonal 1% unit, the rarest in this game. Like with the other 1%, and as DoroPITY’s name suggests, mileage her immediately if possible! Avoid using gems, even with the rebate program, because the chance is too low.

Do I need dupes? With how ShiftUp is releasing multiple 1% units and double banners in 2025, it is harder to justify obtaining dupes, especially if you are a F2P. Our verdict here would be no for F2P players. This is because, while Dorothy is a strong unit and also reinforces the current SG team, ending up not having gems/Mileage for future units just because you MLB-ed Doro isn't really the ideal thing to do.

However, Dorothy still scales phenomenally on dupes—thanks to her having a lot of self ATK buffs. If you are a spender, you can consider MLB to attain Bond Level 40. Competitive players should look to C7 Dorothy.

Should I mileage her? Yes. In fact, you shouldn't use gems to pull 1% units. Immediately exchange for her once you have 200 Golden Mileage.

Kit Analysis

Skill 1: The First Pierce SG Since Neve Back in 2022

Upon landing 80 pellets, Dorothy gains 3 enhanced basic attacks, each with 1 pellet but the same damage multiplier (201.5%). These enhanced basic attacks are near laser-accurate and can hit targets at any range, including cores. Since they are also piercing, they can also hit multiple enemies and parts/hitboxes at once. New Blacksmith and Kraken are two example bosses that feature aligned hitboxes. It also means they benefit from Pierce DMG▲ (which, if combined with Doro's built-in ATK DMG, results in a total of 2.27× default damage increase). Additionally, every 160 pellets, her Pierce Range is increased for the following 3 shots.

💡Leona's Interaction

Doro's regular shots constitute 10 pellets each. This means she takes 8 separate shots to get 3 enhanced shots. The formula is thus 8 + 3 = 11. During her Burst Skill, this is increased to 15 pellets, changing the ratio to 6 + 3 = 9. If Leona's buff is also present at the same time, it becomes 4 + 3 = 7. If we assume each enhanced basic attack to be 2.27× stronger (diluted by ATK DMG▲ category buffs but difference is exaggerated with Pierce DMG▲), then the relative total damage dealt by 10, 15, and 20 pellets for 11 shots is: 14.81, 15.66, and 16.97, which isn't much.

What does this mean? This means pellet increaser(s) like Leona counterintuitively doesn't provide a damage boost as extreme as, for example, Tove. Leona isn't a bad support, still, as the damage boost is still noticeable + damage distance can result in dramatic improvements if it allows the boss to be in SG's Damage Distance (0.3×) range. Leona also becomes more effective if the boss is far away/has a tiny core because Doro would want her laser-accurate beams more in that case.

Note that obtaining enhanced basic attacks does not restore ammo.

Skill 2 - Buff-et!

A very, very simple and straightforward skill. Straight up, she gives herself a significant Pierce DMG▲buff that lasts permanently unless dispelled. For Doro, this only affects her enhanced pierce attacks (S1).

Alongside that, whenever she is in Full Burst, she provides herself with a huge ATK▲ buff and Hit Rate▲ buff! These:

  • Increase her damage significantly in Full Burst, allowing her to hit further enemies and smaller targets like cores, which means…

  • You must increase the time your team is in Full Burst to maximize her damage, which you can do with…

  • Full Burst extenders or CDR (usually one of them but can rarely be both).

Besides that, because this skill has an unconditional trigger, it will trigger regardless of whether Doro is the one bursting. This allows Doro to benefit from its buffs in any Full Burst rotation, including when she is in off-burst.

Burst Skill - Hits Harder, Damages Better, Shoots Faster, Gets Stronger

Simply daft. Dorothy’s Burst Skill provides insane ATK Speed▲ and monstrous ATK▲, accelerating her attack pace and massively boosting her potential damage. The Pellet buff also helps her stack up for S1 faster. Since Doro will have a lot of ATK buffs during her Burst, it may get saturated, but that also means she can handle high DEF enemies or negate stat penalty to a greater extent. That said, ATK buffs will become less impactful (but not unimportant) for her; she benefits relatively more from other buffs such as Elemental DMG▲ or Damage Taken▲.

Do note that the effectiveness of Attack Speed increase is dependent on the total max ammo Doro has because reloading = not shooting = attack speed not applied = notable loss of damage. You want to avoid reloading at all during Full Burst, unless Doro has a high amount of Reload Speed (we mean, VERY high). We did our math for this and came to the conclusion that she needs a minimum of 3× Max Ammo OL in most common teams and with any kind of support.

💡Ammo Calculation

Doro gives herself 65% ATK SPD, so her oversimplified attack interval during Burst will be 0.667/shot ÷ 1.65 = 0.404/shot, which amounts to 2.475 shots/s. Adding Tove into the equation changes this into 0.667 ÷ (1.65+0.4224) = 0.321/shot, which amounts to 3.10 shots/s. If you calculate the math for each team—factoring in Tove, Drake, and Noir buffs too—you will obtain that 3× Max Ammo + Bastion 7 (effect: multiply by 1.4285×) match these required ammo counts closest. For the smoothest cycles, you want Doro to shoot for how long each of your team’s cycles lasts subtracted by reload time (for example, on Tove’s team, it will be around 56-57 shots). This ensures Doro only reloads once in each rotation.

There is one easy way to maximize Doro’s uptime during Burst, and that is to finish reloading right immediately when Full Burst begins (if you pair her with units who give Max Ammo▲ that trigger on Full Burst) or before (if your Ammo buffers give ammo refill instead of the regular Max Ammo▲). If you have enough ammo and do this properly, Doro will never reload in any Full Burst at all!

Synergy

Aside from powerful supports such as Crown, Doropity synergizes with these units (non-exhaustive):

  • Pierce Damage Providers: Grave, Mari (if enemy has accessible core)

  • Damage Taken: Siren, Blanc, XLudmilla

  • Ammo Increaser: Tove, DrakeTr, Noir, Grave

  • Full Burst Extender: BSoda

  • ATK Buffer: Tove, DrakeTr

  • ATK SPD Up: Tove

  • Elemental Buffers: SElegg, XGuillo, SMary

  • Pellet Increaser/Damage Distance Expander: Leona

  • Burst Gen: HelmTr

  • Core Damage: Naga

Usage Analysis and Tier List

Campaign (LD): S | Campaign (HD): S

While not extraordinary, Doropity can still keep up with the current meta campaigners in some form thanks to her piercing capabilities and lots of self ATK buffs (which help negate stat penalty). She may not be the best since she lacks burst gen and especially suffers from range issues (to stack up her pellet count fast), but given the right situations and environment, she can do a fine job, especially if the stage is Water-weak. She has a playstyle similar to Alice, with a strong upswing in damage upon using Burst Skill. Remember, the more pellets she lands, the faster she gets her piercing shots. Note that hitting terrain doesn't count.

Read our brief summary at the beginning of the guide for some extra detail.

Bossing - SS

Doro dishes a lot of damage, has pierce capabilities, scales further with the existence of dupes (because all her damage can core-hit), works with multiple supports, is dependent on teammates yet is self-sufficient, and has little competition in her own element (and even has good neutral element presence, possibly used in SG teams).

However, after contemplating for a long time, we determined that she falls just short of the SSS tier due to her performance outside her own element. This is majorly because her damage can be too variable depending on team comps as well as environment, meaning that she would look extremely strong on bosses that favour her but can fall off and even be benched against bosses that do not favour her. Overall, she can be considered ~70% of RapiRH on most bosses with core, which is really good damage, and she will close the gap if there is pierce, or if the boss is within her damage bonus range, etc. Dorothy is roughly in the same boat as Alice, where she needs pierce-able spots to compete in the same bracket as other top tier B3 (Cinderella, Rapi, Mihara). The one edge Alice currently has over Dorothy though is the fact that Alice can also buff allies like SBS as well.

Her performance in SR (and UR) will largely be dependent on whether the boss is Water-weak and has high core uptime/parts pierce support (the next Kraken SR may have just that), as well as how effective other SGs are on that boss. Despite that, we have to mention that recently Water bosses in Raids tend to feature more cores than other elements. This is likely because they want to encourage the use of existing Water units, which rely a lot on cores.

Doro has two playstyles: as a regular DPS (paired with Siren, Crown, Grave, other non-SG supports) or as a "shotgun" DPS (with Tove, etc). As a regular DPS, Doro isn't buffed like SGs but rather like regular units. She feasts on buffs provided by universal supports to deal damage, which are usually more powerful for non-raid content. One example is for Harvester AI. The drawback of this plan is that the same supports will likely be contested by other DPS as well. If you are sure that funneling Doro leads to overall higher multi-team damage in Raids, then you may use her like a regular DPS.

As a "shotgun" DPS, Dorothy utilizes Tove's broken buffs to take herself to Andromeda and beyond. Tove is her best partner after all. Who else can provide insane ATK, Ammo, and ATK SPD buffs? She needs all of them. Not only that, Tove's buff (Treasure version) lasts 15 seconds, and together with the permanent ATK SPD with no RNG, it makes for some insane empowerment. Add BSoda, Blanc, and Noir as cherries on top—Damage Taken, Full Burst extension, and Ammo—or perhaps Drake if you'd like, or Tia-Naga over the bunny duo if you want to take advantage of core hits. The benefit of using this team compared to the regular team setups is that you can save the ‘better’ general supports for other DPS, who definitely need them more since most of the time their alternate teams lead to a huge loss in damage dealt.

Tip: You can mix-and-match both playstyles together (i.e. run Crown+Tove+Doro, either with CDR or not). In general, outside SR/UR where multiple teams may be required, regular Crown comps are likely better—this is because Tove is a slot pressure for anyone but Doro.

If Doro is properly invested (check Investments), she will 100% be the best Water DPS for SR, UR, and generic bossing content like Harvester AI, even if the boss doesn't have core. I mean, we would be disappointed if a seasonal 1% unit is terrible. Thankfully, she isn't. And S.Elegg is only gonna make things better.

PVP - A

Doro falls slightly in PvP due to her weapon being a natural feeder as well as her damage being restricted to a single predictable target. She resembles Sugar the most—good auto-attack damage which can be enhanced further via Burst Skill (optional; her off-burst is quite good already). However, if you choose to use her Burst Skill, she will turn into Alice, dealing huge damage to whoever she is targeting every 0.4s. In a similar fashion, she is also countered by defensive units that would also counter Alice, such as Defender + Biscuit, Makima, well-placed Indomitability, and to some extent Moran/Nero stalls.

Another weakness is that she is a Water unit, and Electric is the most prevalent element in PvP. This is a curse and a blessing. It is a curse because she is potentially fragile and won't have Element DMG boost against most units in PvP (Elemental is significant for rushing down targets in PvP). However, it is also a blessing because it is easier to sacrifice her for Rosanna (to trigger burst energy fill + snipe, killing units like Scarlet before they can do anything). Still, since we recommend Doll SR 15 to boost her PvE performance, which gives Damage Taken▼, she may still have a hard time dying anyways.

Investments

Gear Investments

Doro is an OL-greedy unit, similar to Alice, albeit to a lesser extent. Doro wants:

  • A minimum of 3× Max Ammo + Bastion Lv. 7 in order to keep shooting throughout her 15s Burst period (both in Tove team and regular team). A fourth ammo is not necessary but can come handy in situations where you want to use Pierce/Destruction cube.

  • 4× ELE – to increase her effectiveness and "carrying" potential against Water-weak enemies. More cost-effective than ATK because her ATK is already diluted.

  • 4× ATK because there is nothing else better. Improves her damage against all elements, and since Doro is expected to be used in Neutral Raids too (in SG team), ATK is a good acquisition.

Doro can also scale with other lines, although they are less influential. For example, Hit Rate is useful for mobbing as it allows Doro to hit more pellets and activate S1 more often, but for bossing, the benefit is limited. Similarly, Crit Lines provide only a meager damage boost, and they are only worth getting alongside other Crit Buffs (Crit Rate is only useful with Crit DMG buffs, for example).

  • Essential: 3× Max Ammo

  • Ideal: 4× ELE, 4× ATK, 1× Max Ammo

  • Passable: Hit Rate, Crit Rate, Crit DMG

  • Priority: Meta

Skill Investments

Doro scales with all skills—they all provide noteworthy damage boost. Maxing all of them is advisable. Burst Skill has a pellet breakpoint at Level 4 and 7, making level 7 a must get.

  • Skill 1: 7-10

    • Increases pierce shot accuracy.

    • Increases pierce shot's ATK DMG.

    • Less important than the other two skills.

  • Skill 2: 10

    • Huge ATK and Hit Rate boost.

    • Improves pierce shots' damage through Pierce DMG buff.

    • Very important.

  • Burst Skill: 7-10

    • Level 7 is minimum for +5 pellets.

    • Increases ATK SPD and ATK buff.

    • Very important.

Cube Investments

Bastion Lv. 7+ is a mandatory cube, although in some cases you can make a compromise and use Pierce/Destruction if the end damage is higher. However, this will impact her uptime and rotation, potentially requiring you to get an extra Max Ammo line to compensate. Note that Destruction cube has no use in PvP.

In high reload speed comps, Resilience can be a decent alternative to Bastion. Zero downtime is better than high uptime anyways. However, the threshold for high reload speed here is much higher than for other units due to Doro's damage spike during her Burst, during which you want to avoid reloading at all. That said, if your Resilience cube is Lv. 15 and Bastion is Lv. 7, Resilience's extra Elemental DMG will provide more impact than extra 2-3 shots.

Doll Investments

Must SR 15 for two main reasons: strong Elemental/Water DPS (in regular and SG comps alike) and high Neutral presence (especially in SG team), as well as high affinity with basic attack damage.

To reiterate, Doro's only source of damage is basic attack. SG Doll purely increases its multiplier. Besides that, Doro has a lot of self ATK buffs, increasing the perceptible stat gain from equipment, including cube and Doll levels, and dupes. With those in mind, you ought to SR 15 Doro (start with R 0 → 15, replace with SR 5, then upgrade to SR 15).

Review
Pros

  • Strongest Water DPS as of her release.

  • Strong presence in neutral elements as well and may bring SG team back on the table in terms of meta.

  • Supports flexible team-building; effectively works with multiple supports.

  • Has Pierce, which allows her to manage multiple mobs, and multiplies her damage against bosses with clustered hitboxes/shields/parts.

  • Has high innate ATK buffs, allowing her to negate stat penalty and have consistent impact even for bossing.

  • Very high ATK speed helps her deal insane damage during her own Burst.

  • Has high Hit Rate during Burst, as well as maximum Hit Rate during pierce shots, which heavily synergises with her S1, assisting in mobbing scenarios.

  • All her damage can core hit and pierce hit.

  • So soft, so white... Reviewed by Rapi.

Cons

  • Very high self-ATK buffs dilute ATK buff effectiveness from other units (and OL).

  • Very high self-ATK buffs increase dependency on base ATK stat (affected by dupes, cube levels, doll levels, gear levels, etc).

  • Damage fluctuates heavily based on whether the enemy has core/within damage distance multiplier range.

  • Drinks ammo like a mad woman! She will reach 3.0 AS with max. Tove's S2 and her own Burrst, which means over 10~15s she will shoot at least 30 ~ 45 ammo. You need more than that, though.

  • Because of that, she is extremely costly to optimize since she needs 11-12 OL lines to reach peak potential.

  • Takes her time to stack her S1 on Campaign stages, which lowers her effectiveness in Campaign since it severely reduces damage dealt. This is because S1 only counts pellets that land (on enemies).

  • Low burst generation makes her less effective in PvP and Campaign.

  • Limited banners being meta → Double 1% banners  → Overspec being 1% → Limited 1% banners, all within the past 10 months, a precedent not seen in the first 1.5 years of Nikke. ShiftUp is definitely on a roll with these questionable banner choices!

Ratings
S

Story (low deficit)

S

Story (high deficit)

SS

Bossing

A

PVP

Investment Tips

Skill Investment

Here's the explanation for all the numbers and colors used in the guide:

  • 10/5/7 means upgrading Skill 1 to lvl 10, Skill 2 to lvl 5, and Burst Skill to lvl 7,
  • Yellow means the immediate investment when u get the unit. There are 3 reasons for this:
    • If the unit is Meta or High Priority, it will have a starting investment of more than 1/1/1 (such as 4/4/4) depending on what the unit provides.
    • If the unit is Medium or Low Priority, 1/1/1 will be mentioned, meaning no immediate investment is required, and you can invest in this character if you need to use it according to the priority listed.
    • If we deem that a unit does not have usable skills to be meta for any gamemode, no investment will be mentioned.
  • Blue means minimum investment to take advantage of the Nikke's skills. There are 2 reasons for this:
    • Sometimes, minimum investments are breakpoints such as for Noir or SAnis.
    • Sometimes, minimum investments are just the ideal way to progress to upgrade that unit, before moving on to Recommended and High.
  • Red means recommended investment for F2P players,
  • Purple means maximum recommended investment, in order to get the best out of the unit. You should only try to reach these investments if you have a surplus of Skill Books leftover.

More info:

  • The skill investment list below features a lot of Level 4 and 7 because they are easier to understand. Any higher levels will cost a new type of resource.
  • However, you may choose to upgrade to Level 5 if you need a stronger effect instead of 4, as the increase in Blue Manual cost from Level 4 to 5 is still low. The leap only starts from Level 6 onward.
  • There is also a leap from Level 3 to 4, so if you want to save a tiny bit of Blue Manuals, then leave at 3 instead of 4.
Gear Investment

This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.

For OL targets and order of acquisition, we decided to divide the target effects into several categories.

  • Essential: With all gear combined, your unit must have the roll(s) prescribed as a minimum requirement. Example: Charge Speed on Alice. You cannot compromise on these rolls.
  • Ideal: These rolls will improve your unit's performance significantly. Aim for 2 lines of Essential/Ideal per gear for maximum performance and the best Return on Investment (ROI). If you get 3, you are lucky. You can choose to only have 1 as well to save materials. Example: Elemental Damage on Scarlet.
  • Passable: Low-priority line that has either limited value or the impact is not as strong as other rolls. Should this show up as a bonus together with a better line, you can choose to keep them. Example: Charge Speed on Red Hood.

Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.

Additional tips:

  • Priority (PvE/PvP) isn't necessarily lower than Priority (Universal), which has no tag/label. It just indicates that this unit performs only in select types of content.
  • If a suggested effect has the number ×2 next to it, that means you should get the effect on at least 2 gear. The same idea applies to other numbers.
  • Focus on obtaining Essential(s) then you can start worrying about optimizing your rolls. Units require these to function, and the impact is too massive to ignore.
  • If a unit has no Essential(s), that means their performance is not that dependent on OL, but they can still benefit from good effects.
  • Remember that this is just a recommendation list, and attaining perfection is impossible. You will have to make some compromise, pick whichever rolls you desire the most, and conserve as much material as possible.
Cube Investment
PVE
  • Bastion Cube

    Bastion Cube

  • Resilience Cube

    Resilience Cube

  • Destruction Cube

    Destruction Cube

PVP
  • Bastion Cube

    Bastion Cube

  • Resilience Cube

    Resilience Cube

Bastion Lv. 7+ is a mandatory cube, although in some cases you can make a compromise and use Pierce/Destruction if the end damage is higher. However, this will impact her uptime and rotation, potentially requiring you to get an extra Max Ammo line to compensate. Note that Destruction cube has no use in PvP.

Teams

Teams
Team 275

Shotgun Team 1 - Generic

Mode: Union / Solo Raids || Element: All

Characters
Tove (Treasure)
Dorothy: Serendipity
Soda: Twinkling Bunny
Noir
Blanc
About the team

Dorothy can go with different teams, one of them is definitely the bread and butter SG comp. Feature Tove (better be Treasure version), Bunny Soda because this team never has CDR. Bunnies provide more shooting time but will have less overall offensive buffs compared to some other supports.

Substitutions

Bunny Soda can be replaced with Viper (Treasure) or Drake (Treasure), or even Neve if you have her extremely well built.

Team 276

Shotgun Team 2 - Core hits

Mode: Union / Solo Raids || Element: All

Characters
Tia
Tove (Treasure)
Naga
Dorothy: Serendipity
Soda: Twinkling Bunny
About the team

Tia Naga can provide more buffs if there is a core to be hit.

Substitutions

Bunny Soda can be replaced with Drake (Treasure)

Team 277

Shotgun Team 3 - Drowning in Water

Mode: Union / Solo Raids || Element: Water

Characters
Tove (Treasure)
Leona
Dorothy: Serendipity
Soda: Twinkling Bunny
Drake (Treasure)
About the team

If heals are not an issue, put Leona and Drake in. You will run this setup against Water weak, Iron weak and Wind weak. For Fire Weak and Electric weak, Doro won't be able to match high Ele Drake/Privaty though, but if you invest your Doro well, just accept the loss rather than using a mid Drake/Priv

Substitutions

Drake (Treasure) or Bunny Soda can be replaced with Viper (Treasure).

Team 278

Funneling everything into Doropity

Mode: Bossing || Element: Water

Characters
Tove
Little Mermaid (Siren)
Crown
Dorothy: Serendipity
Helm (Treasure)
About the team

This team should bring the most out of Dorothy, so it's a funnel Doro team. It's a homewrecker because you will break 2 SR teams just to build this team. Ask yourself if it's worth first.

Substitutions

Helm can be replaced with Ludmilla: Winter Owner.
Crown can be replaced with Grave.

Team 279

3 RL 3 SG

Mode: PVP || Element: All

Characters
Soda: Twinkling Bunny
Bay
Tove (Treasure)
Dorothy: Serendipity
Drake (Treasure)
About the team

To run this team reliably, you must treasure both Tove and Bay (phase 1 is okay). It gives 3 SG an insane amount of ATK at 3 RL, which allows Soda to wipe most of Nikkes, then they will mow down whatever left with fast AS from Doro, Drake and Soda. Bay will help them heal + protect them from long nuke + prolong team's life by taking most of the damage. Pretty solid team in CA.

Substitutions

-