So this won't be pretty and I have nothing bust subjective data to support all the claims in this guide on breaking. But please, if you want to do any amount of breaking please read this, and reply with any questions I will do my best to respond promptly. So being able to clear the "red bar" is only a part of our job. In reality I like to think of Breakers more as "Controllers". As a breaker you control the ebb and flow of the battle. You will be the one (if everything works out correctly) BREAKING the boss and generally providing the group with the ever so precious orbs that allow them to dps. In addition (at higher skill levels) you may very well be breaking the orange bar, and/or providing some game changing debuffs. TLDR: Build deck with high break power, don't use drives, make sure you melee 3 times EVERY turn LAST Deck Selection: The single most important stat for Breakers is as you guessed Break Power. I'll use the Assassin job as an example. With no cards equipped using Maneater X you will have 236 break power. Filling in those 4 precious card slots effectively can get you to 600+ break power. Most Breakers will agree there are 2 basic "required cards", the first being Artemis (aka Arty). Arty provides a 3% passive increase to break power and when used greatly increases it. The second is a PuPu (preferably of the opposite type of the enemy you are fighting) a level 36 PuPu provides 44 Break Power from deck level alone. Couple that with the active ability which also provides additional break and you have a power house card. Now that your deck is half done, you essentially have three options. 1. Max Break Power: For max break power decks you need to fill your deck with the highest level cards you have, preferably wind cards with the passive 3% break power. As an example, in my max break deck on my assassin I run both Mephistopheles at 4* and Griffon at 4* each of these providing 51 break power each. While I can't activate their abilities, the passives are still active. This deck setup is great for beginners, and requires little management, even the AI can't screw it up. 2. Debuff Breaking: This setup starts with the basic Arty+PuPu, and adds in 1 to 2 debuff cards. Using and timing these debuffs can allow you to break when you want to, and/or provide the rest of your team a substantial increase in damage. The most commonly used cards are Shemhazai (Comet), Hecatoncheir (Debarrier) or Phantom (Debarrier). While none of these provide a passive 3% break power, you will get break power from their level. With the short duration debuffs (comet and Phantom's Debarrier) it's important to time it for when the break is going to happen, so the groups damage can be maximized. 3. Double Breaking: Double Breaking is something I've come up with very recently in light of all the dps running decks with cards that have low break power. Remember the break power listed on a card is for clearing the orange bar, not the red. Only melee auto attacks clear the red bar! This deck starts with the basic Arty+PuPu and adds 2 taunt cards. The taunts have INSANELY high break power, and can be unlocked so that they do not cost a turn to use. This means you can break the orange bar, melee 3 times, use the other taunt, and melee 3 times again... and you've broken the boss all by yourself. The downside to this build, is that you have to get lucky with your orbs. How to Play: In a perfect world as a breaker you will never need to use an ability which costs you an action turn. But again, that's in a perfect world. Now that you know you aren't here to be blowing up the boss, how do you spend your turns? Well, your options are 1. Use abilities which don't use a turn ie. Arty, PuPu, Taunts, Heca, 2. Melee swing (last to ensure everyone gets orbs), 3. Cast a debuff, and swing 2 times to transition into a break phase, 4. If you have haste (extra turns beyond 3) then feel free to cast whatever dps ability you have handy or burn a drive. Haste is incredible and can come from a number of sources, but remember, even with extra turns you still need to generate orbs for your team!!! The Control: So I said I think of Breakers more as Controllers, well beyond just mindlessly breaking the mob there is a rhyme and reason to it. Essentially when you break a mob you force it's actions to stop, and it lasts for one turn. BUT, if you break the mob mid turn, you get whatever is left of that round as break as well. What does this mean? That means if you get into a situation where your team has full orbs, and someone else can melee at the end to generate orbs (ie. a support or defender) and you can break at the START of a round. The dps can blow up the boss, then you get your orbs refilled by the support/defender/whomever and you can unload again on the true break turn. Also forcing a break can be used to give the team some breathing room either before or after a boss deals a ridiculous amount of damage to the team. The End: Let me know if there is anything else, or any further discussion anyone would like to have.