Light Cones





Equipment options · Main stats · Team examples
For Boothill, compare Sailing Towards A Second Life while keeping the recommended Anything · Speed · Anything setup fixed. A weapon or set change is easier to judge when you do not also change the team and skill timing.
Start with equipment you can actually obtain. These are alternative recommendations, not pieces to equip together. Refinement, set size and team restrictions change the result.










Use the slot recommendations to make your first functional setup. When several stats are listed, choose the one that fills the gap in your current team rather than mixing every option.
SPD (Until breakpoint OR if you got nothing else to stack) >= Break Effect
Follow the skill order below for your next upgrade. Compare one rank at a time, and keep the same team and enemy so equipment changes do not hide the result.
Check ability names and unlock information against your current game form. Level, upgrades and variants can change skills.
Ability type / unlock: Single Target · Energy gain: 20 Break: 10
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
| Parameter | Value | Condition markers |
|---|---|---|
| Scaling / ATK | 50% | single target · target enemy · Physical DMG · DMG · ATK |
Ability type / unlock: Single Target · Energy gain: 30 Break: 20
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
| Parameter | Value | Condition markers |
|---|---|---|
| Scaling / ATK | 110% | single target · target enemy · Physical DMG · DMG · ATK |
Ability type / unlock: Impair · Energy gain: 0 Break: -
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
| Parameter | Value | Condition markers |
|---|---|---|
| turn | 2 | ATK |
| Parameter | 1 | at the start |
| Parameter | 15% | DMG |
| stack | 1 | after |
Ability type / unlock: Single Target | 115 energy cost · Energy gain: 5 Break: 30
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
| Parameter | Value | Condition markers |
|---|---|---|
| turn | 2 | single target · target enemy |
| Scaling / ATK | 240% | Physical DMG · DMG · ATK |
| Parameter | 30% | Physical DMG · DMG · ATK |
Ability type / unlock: Enhance · Energy gain: 0 Break: -
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | 50% | each · up to · Basic Attack |
| time | 3 | up to · Basic Attack |
| Parameter | 35% | DMG · Break DMG |
| Parameter | 60% | DMG · Break DMG |
| Parameter | 85% | DMG · Break DMG |
| times | 16 | after · DMG · Basic Attack |
Ability type / unlock: Enhance · Energy gain: 0 Break: -
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| turn | 2 |
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Break Effect | 10% | up to · DMG · CRIT Rate · CRIT DMG |
| Break Effect | 50% | up to · DMG · CRIT Rate · CRIT DMG |
| Parameter | 30% | up to · DMG · CRIT Rate · CRIT DMG |
| Parameter | 150% | up to · DMG · CRIT Rate · CRIT DMG |
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | 30% | DMG |
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Energy | 10 | when · Energy |
Ability type / unlock: Eidolon 1
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| stack | 1 | when |
| Scaling / DEF | 16% | when · DMG · DEF |
Ability type / unlock: Eidolon 2
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | 1 | when · Break Effect |
| Break Effect | 30% | Break Effect |
| turn | 2 | Break Effect |
Ability type / unlock: Eidolon 3
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | +2 | maximum · up to |
| Parameter | +1 | maximum · up to |
Ability type / unlock: Eidolon 4
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | 12% | DMG |
Ability type / unlock: Eidolon 5
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | +2 | maximum · up to |
Ability type / unlock: Eidolon 6
Check the selected level and any upgrade requirements. Separate values can belong to different targets, triggers or phases; they do not necessarily apply together. These tables summarize numerical parameters, while some effects still require a complete gameplay explanation.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| Parameter | 40% | adjacent · when · DMG · Break DMG |
| Parameter | 70% | adjacent · DMG · Break DMG |
Level 80
A lineup is a starting point: check that each teammate is available and that your team can repeat its resource cycle. Replacing a unit also changes buff timing and defensive coverage.
Choose one option, run the same encounter twice, and change one variable. Record whether the next rotation starts on time and whether the team survives without losing its damage window.