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Complete Covenants Guide

General Info

After unlocking Covenants at Keeper level 25, you will be able to obtain and equip Awakeners with up to 6 Covenant Pieces. Each Covenant gives specific stats when using at least 3 pieces of the same set and a unique effect with 6 pieces.

Remember that some effects are Team Unique, meaning they can only be activated on one Awakener in your team. You can see details in the covenant description.

When you obtain covenant pieces (I, II, III, IV, V, VI), they will have a random Main Stat (they can be farmed in the Interlude or bought in the Shops). Each position in the covenant can have only 1 of 4 possible Main Stats.

The Main Stat that can appear in each position is shown in this table:

At player level 35, you will have the option to use Thousand Face Seals (commonly referred to as Stamps) to upgrade the Main Stat up to +12. The price goes up every 4 increments.

If you decide you no longer need a particular piece, you can Dismantle it. This refunds the Stamps used to upgrade the piece and gives you a Covenant Remnant. Covenant Remnants can be converted into more Seals. Do note, however, that dismantling does not refund the Stamps used to roll for Sub-Stats.

Substats

At Player Level 45, you unlock the ability to use Stamps to roll for a set of 3 Random Sub-Stats. Once you have reached this player level, every time you get a new piece, it will come with preexisting substats. But you can use 3 Stamps to add them to an old one that didn't have them.

You can spend Stamps to reroll Sub-Stats, which are completely random from all possible stats. You can lock 1 or 2 of them with Remembrance Quills, which will keep them from changing when you continue to reroll the rest. Locking 1 Sub-Stat requires 1 Quill per reroll. Locking 2 Sub-Stats requires 10.

Each Sub-stat can have a range of values, which is maxed out at 8/8. The values of each Sub-stat can be seen in this table:

Max values for Covenant Substats

Substats go from ⅛ of the full value up to the max.

Substat Value per ⅛ Max Value
Crit Rate 0.2% 1.6%
Crit Damage 0.3% 2.4%
Keyflare 0.3 2.4
DMG Amp. 0.2% 1.6%
Sigil Yield 0.15% 1.2%
Death Res. 0.7% 5.6%
Aliemus Regen 0.1 0.8
Realm Mastery 0.5 4

Stat Priority and How to Build Them

General Stat Priorities

The general priority for Main and Sub-stats for a DPS is: Crit Rate (more important in Astral Reign as relics give lots of Crit Rate in Faded Legacy) > Crit Damage > Keyflare > DMG Amp/DR > Others.

For supports, the general priority is: Keyflare (Very important in Astral Reign as it is needed to Rouse units) > DMG Amp/DR > Sigil Yield/Aliemus/Realm Mastery.

Some covenants may need a specific stat to focus on, which you can see in the next section.

Some units may scale with a specific stat from their talents. The Mythag Compendium offers a helpful general guide as to what they may prefer.

How to Build Them and What to Go for First

At the start, it's better to build more universal sets that can be used in a variety of teams and situations.

After taking the desired Main Stats on the 6 pieces, upgrade them to +12 (adding substats, for the older ones that don't have them, should be done first).

At the very start, you can get by with the +12 main stats and even low rolls for some of the desired substats, to then refine them later on. When you want to refine them, you can look at the substats you have and prepare to reroll. The objective is to get a max roll (8), or even a 7 if you don't want to strive for absolute perfection (a point of difference will not make or break a cov or a team), then lock it and roll for other high core stats.

When you roll a second good substat, you can continue to the next piece, because locking 2 will spend 10 Quills per reroll, so it's better to focus on improving the rest before doing further refining (and in general, it's better to be less picky for the last slot).

Do the same for the other pieces until you have the set ready to go. Around 80% completion could be an ok place for the start (considering full +12 mainstats), but if it's lower, it's ok, there will be time to optimize later too.

Universal Starting Sets

Life Drain (Team Unique)

The first to consider building (after completing Story Chapter 7).

  • Reason

    An essential set that will help you generate Keyflare, used in Arc 2 both to Rouse and use Posses, almost always present in a team.

  • Main Stats

    I Keyflare · II MR/Sigil · III AMP/DR · IV Keyflare · V Keyflare · VI Any

  • Substats

    Focus on Keyflare > AMP/DR > RM > Aliemus/Sigil

    (the important thing is just Keyflare, the rest is extra)

Burial Ground's Sighs

A second pretty versatile set, that you could consider building 2 of in time.

  • Reason

    The effect is very good to recharge Aliemus, and is the best source of DR, which can be very strong in the right context, and generally useful in Astral Reign to get more max hp (having more than 1, in time, can help with the reduction present in those stages).

  • Main Stats

    I Keyflare · II MR/Sigil · III DR · IV Keyflare · V DR · VI DR

  • Substats

    Focus on DR > Keyflare > AMP > RM > Aliemus/Sigil

    (the important thing is just DR, and some Keyflare, the rest is extra)

Re-evolution (Team Unique)

A possible third option, but it's more costly to acquire from the shop, and the effect is less impactful than the rest, so it can be considered, but not a full priority.

  • Reason

    It's a valid option for units that want and can exalt multiple times per fight. Do remember that the regeneration takes effect only after you exalt, so it's not to charge the first faster, but to use it more frequently during a single fight.

  • Main Stats

    I Aliemus · II MR/Sigil · III AMP/DR · IV Aliemus · V Aliemus · VI Any

  • Substats

    Focus on Aliemus > Keyflare > AMP/DR > RM > Sigil

    (The focus is Aliemus with Keyflare when possible, the rest is extra)

DPS Sets

Now, for DPS, some covenants can be flexibly used in most cases, but the Best in Slot will change depending on the unit.

Some generally used sets are:

April Tribute

  • Reason

    The effect is very strong for units that can do a high amount of damage in a burst, when the enemy can stay at high hp.

  • Main Stats

    I Crit/Crit DMG · II Crit/Crit DMG · III Crit/Crit DMG · IV Keyflare · V Keyflare · VI AMP/DR

    (The distribution of Crit rate and Crit DMG can depend on how much you can secure the Rate from external sources, but having a good base is always useful)

  • Substats

    Focus on Crit/Crit DMG > Keyflare > AMP/DR > RM > Aliemus/Sigil

    (the important thing is Crit/Crit DMG and maybe some Keyflare, the rest is extra)

Crimson Pulse

  • Reason

    It can be slotted in most teams to secure Crit Rate, easier to use if you have good keyflare regeneration, and in cases when the enemy can't be maintained at high hp and bursted with April.

  • Main Stats

    I Crit/Crit DMG · II Crit/Crit DMG · III Crit/Crit DMG · IV Keyflare · V Keyflare · VI AMP/DR

    (The distribution of Crit rate and Crit DMG can depend on how much you can secure the Rate from external sources, but having a good base is always useful)

  • Substats

    Focus on Crit/Crit DMG > Keyflare > AMP/DR > RM > Aliemus/Sigil

    (the important thing is Crit/Crit DMG and maybe some Keyflare, the rest is extra)

Dream of Medicine (Team Unique)

  • Reason

    Different units can appreciate having 2 extra skill cards in the deck; no other set can do this kind of effect. It's always useful to have a built set (after you get to Keeper lv 58).

  • Main Stats

    I Crit/Crit DMG · II Crit/Crit DMG · III Crit/Crit DMG · IV Keyflare · V Keyflare · VI AMP/DR

    (The distribution of Crit rate and Crit DMG can depend on how much you can secure the Rate from external sources, but having a good base is always useful)

  • Substats

    Focus on Crit/Crit DMG > Keyflare > AMP/DR > RM > Aliemus/Sigil

    (the important thing is Crit/Crit DMG and maybe some Keyflare, the rest is extra)

Extra Notes

For all the other sets: Follow the general stat recommendation for DPS and Supports.

Notes:

  • Steppenwolf likes to be built with Damage AMP, too.
  • Scarlet Embrace likes to secure Crit Rate more.

Some units prefer to run specific Covenants with particular main and substats. You can look in the Compendium to see what Covenant and Stat they may like and build personalized ones in time, when you have spare resources to invest.