Light Cones





Equipment options · Main stats · Team examples
For Lingsha, compare Scent Alone Stays True while keeping the recommended Outgoing Healing · Speed · ATK% 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 the desired breakpoint) > BREAK% >= ATK%
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 · Fire DMG · DMG · ATK |
Ability type / unlock: AoE · Energy gain: 30 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 | 40% | all enemies · Fire DMG · DMG · HP |
| Scaling / ATK | 10% | all enemies · all allies · Fire DMG · DMG · HP |
| ATK | 105 | all enemies · all allies · HP · ATK |
Ability type / unlock: AoE | 110 energy cost · Energy gain: 5 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 |
|---|---|---|
| Break DMG | 15% | while · DMG · Break DMG |
| turn | 2 | while · DMG · Break DMG |
| Scaling / ATK | 90% | all enemies · Fire DMG · DMG · HP |
| Scaling / ATK | 8% | all enemies · all allies · Fire DMG · DMG · HP |
| ATK | 90 | all enemies · all allies · HP · ATK |
Ability type / unlock: AoE · Energy gain: 0 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 |
|---|---|---|
| Parameter | 90 | when |
| Parameter | 3 | when |
| Scaling / ATK | 37.5% | all enemies · when · Fire DMG · DMG · ATK |
| Scaling / ATK | 37.5% | Fire DMG · DMG · ATK |
| Parameter | 0 | DMG |
| Parameter | 1 | all allies · HP · ATK |
| Scaling / ATK | 8% | all allies · HP · ATK |
| ATK | 90 | all allies · HP · ATK |
| Parameter | 5 | up to |
| Parameter | 0 | when · each |
| Parameter | 3 | while |
Ability type / unlock: Support · 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 | all enemies · at the start |
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 | 25% | maximum · up to · Healing · ATK · Break Effect |
| Break Effect | 10% | maximum · up to · Healing · ATK · Break Effect |
| Parameter | 50% | maximum · up to · Healing · ATK · Break Effect |
| Parameter | 20% | maximum · up to · Healing · Break Effect |
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 · ATK · Energy |
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 | 60% | if · per · HP |
| turn | 2 | after |
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 |
|---|---|---|
| DEF | 20% | when · 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 |
|---|---|---|
| Break Effect | 40% | all allies · when · Break Effect |
| turn | 3 | all allies · when · 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 |
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 |
|---|---|---|
| Scaling / ATK | 40% | when · HP · ATK |
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 |
| Parameter | +1 | 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 | 20% | all enemies · while |
| Parameter | 4 | when · each · Fire DMG · DMG · ATK |
| Scaling / ATK | 50% | each · Fire DMG · DMG · ATK |
| Parameter | 5 | each · Fire DMG · DMG · ATK |
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.