Overall Concept
The concept behind this mono team is to eliminate any reactions beside Blossom. Every character triggers Blossom and nothing else, while maximizing the Blossom damage, Bud count, and number of hits. On top of making Blossom Buds keep firing during Hotori's time stop.
A huge part of the synergy comes passively, by having these characters deployed, which make the team very strong without being complex. The other part comes from a simple rotation that maximizes the Esper Meter refilling.
Instant Esper Meter Refill
Zero’s skill
Appraise and Engrave grants 100 Cycle Energy upon use. Which fills Zero’s Esper Meter in one go and allows an instant Blossom reaction with a swap to any Anima character.
Replicate Esper Meter Refill
For 5 seconds after using Hotori’s skill, she records one skill use for each character, and after her ultimate, a shadow of characters replicates their skill, including Zero for a second refill of Esper Meter. Swap back to Zero after her Ultimate ends, and a second instant Blossom reaction is ready.
Natural Esper Meter Refill
Other characters refill their Esper Meter through their typical rotation over a longer time, or instantly through a parry. Nanally will be the first to refill her Esper Meter out of the rest of allies, due to being on the field performing more normal and charged attacks. Hotori will be last to refill her Esper Meter, because all attacks in her Ultimate mode count as Ultimate and not Basic Attacks, so they don’t refill the Esper Meter. If you play naturally, you will fill a different character Meter each rotation, causing extra Blossom on top of what Zero triggered.
Quadruple Blossom hits per second
Between Jiuyuan’s passive, which spawns 2 Blossom Buds instead of 1, and Nanally’s passive that makes Blossom Buds hit 10 times instead of 5 times, the number of Blossom hits is effectively 4x.
Assuming three Blossom reactions per rotation (one from Zero first skill, one from zero replicate, and one from another ally filling their Esper Meter naturally), the team spawns 6 Buds, each hitting 10 times, for a total 60 Blossom hits in one rotation.
Scaling Blossom Damage
Blossom damage scales with the highest
Cycle Intensity (CI) stat among the two characters involved in the reaction. By building Zero with the highest CI possible, all Blossoms triggered by switching from or to Zero will deal way more damage.
Each 6 points in CI is 1% Blossom Damage. So an average 300 CI is 50% Blossom damage multiplier, and at absolute max 396 CI for 66% multiplier.