Light Cones



Equipment options · Main stats · Team examples
For Tribbie, compare If Time Were a Flower while keeping the recommended CRIT Rate = CRIT DMG · HP% > Speed · HP% > Quantum DMG 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 desired breakpoint and only if playing Fast Tribbie) > CRIT RATE = CRIT DMG > HP%
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: Blast · Energy gain: 20 Break: 10 + 5 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 |
|---|---|---|
| Scaling / HP | 15% | Quantum DMG · DMG · HP |
| Scaling / HP | 7.5% | adjacent · Quantum DMG · DMG · HP |
Ability type / unlock: Support · Energy gain: 30 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 | 3 | |
| Parameter | 1 | at the start |
| RES PEN | 12% | while · RES PEN |
Ability type / unlock: AoE | 120 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 |
|---|---|---|
| Scaling / HP | 15% | all enemies · Quantum DMG · DMG · HP |
| DMG Taken | 15% | while · DMG · DMG Taken |
| Parameter | 1 | after · DMG · HP |
| Scaling / HP | 6% | DMG · HP |
| turn | 2 | |
| Parameter | 1 | at the start |
Ability type / unlock: AoE · Energy gain: 5 Break: 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.
| Parameter | Value | Condition markers |
|---|---|---|
| Scaling / HP | 9% | all enemies · Quantum DMG · DMG · HP |
| time | 1 | per · up to |
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 | 3 | after · upon entering |
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 | 72% | after · DMG · ATK |
| time | 3 | up to |
| turn | 3 | up to |
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 / HP | 9% | while · HP |
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 | 30 | at the start · Energy |
| Energy | 1.5 | each · after · 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 |
|---|---|---|
| DMG | 24% | while · after · DMG |
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 | 120% | DMG |
| Parameter | 1 | when · DMG |
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 |
|---|---|---|
| Scaling / DEF | 18% | all allies · while · DMG · DEF |
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 | 729% | 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.
Balance critical rate with critical damage. A large damage number is less useful when critical hits are inconsistent; evaluate the complete setup rather than a single item.
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.