Light Cones





Equipment options · Main stats · Team examples
For The Dahlia, compare Never Forget Her Flame while keeping the recommended HP% / Effect HIT Rate · Speed · HP% / DEF% 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 > Break Effect > HP%/DEF% > Effect RES
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% | Fire DMG · DMG · ATK |
Ability type / unlock: Blast · Energy gain: 30 Break: 10 + 10 adjacent
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 | 3 | at the start |
| Parameter | 1 | at the start |
| Scaling / ATK | 80% | adjacent · Fire DMG · DMG · ATK |
| Parameter | 50% | all allies · while |
Ability type / unlock: AoE | 130 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 |
|---|---|---|
| turn | 4 | all enemies |
| Scaling / ATK | 180% | all enemies · Fire DMG · DMG · ATK |
| DEF | 8% | DEF |
Ability type / unlock: Defense · Energy gain: 2 Break: 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.
| Parameter | Value | Condition markers |
|---|---|---|
| Energy | 35 | when · Energy |
| Parameter | 1 | per · DMG · Break DMG |
| Break DMG | 30% | per · DMG · Break DMG |
| ATK | 5 | each · Fire DMG · DMG · ATK |
| Scaling / ATK | 15% | each · Fire DMG · DMG · ATK |
| Break DMG | 100% | per · DMG · Break DMG |
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.
Displayed version
| Parameter | Value | Condition markers |
|---|---|---|
| second | 20 | after |
| Parameter | 1 | per · DMG · Break DMG |
| Break DMG | 60% | per · DMG · Break 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 |
|---|---|---|
| Break Effect | 24% | when · Break Effect |
| Break Effect | 50% | Break Effect |
| turn | 1 | Break Effect |
| turn | 3 | when · Shield · Healing |
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 |
|---|---|---|
| ATK | 1 | when · ATK |
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% | when |
| turn | 2 | when |
| Parameter | 20 | when · if · after |
| Energy | 10% | Energy |
| Energy | 50% | maximum · 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 |
|---|---|---|
| Parameter | 25% | up to |
| points | 10 | up to |
| points | 300 | up to |
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 | 20% | all enemies · when |
| turn | 3 | when |
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 |
|---|---|---|
| ATK | 5 | DMG · DMG Taken · ATK |
| DMG Taken | 12% | DMG · DMG Taken · ATK |
| turn | 2 | DMG · DMG Taken · 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 |
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 |
|---|---|---|
| Break Effect | 150% | Break Effect |
| Parameter | 20% | when · 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.
Keep the recommended defensive stat when the character scales with it. An offensive-looking replacement can reduce both survivability and the contribution expected from this setup.
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.