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Even if it absorbs fire.
Fire is good for you!
No, really, fire is definitely the way to go, even if some emenies are resistant, there are synergic abilities that can turn burn stacks into direct damage. And there are tons of Lumias associated with burn, such as 25% extra critical change against burning foes. So even if they absorb it, I still kept everything on fire.
However, every element is focused around their own mechanics.
Fire is DoTs, Lightning is about crits and damage, Ice is about slow/debuff (healing too), and earth is about breaking.
By the end of the game, typhoon will do this every turn: +8 AP to the entire team, -40% damage taken, +40% damage dealt, +40% speed (not sure if the numbers are exactly correct but somewhere in that ballpark) for 3 turns (ie. basically permanently since it reapplies it every turn), and heals for 55% of their health (also of note, you get double actions per turn very easily so the 55% heal is basically fully healing the entire party whenever Lune gets a turn since typhoon will trigger on both actions). There's also a picto that helps fill the gradient bar whenever you apply a buff to a character, so there's that too.
Of course - those things aren't mutually exclusive. As you get 2 turns in a row very easily, typhoon maxes out Lune's AP for her 2nd turn..
Elemental Trick followed by Elemental Genesis is her best move.
Needs very high crit rate though.
My experience was the Genesis did about the same amount of damage as Hell does, which makes it.. kind of pointless. The problem is that Lune can easily max out her AP every turn thanks to all the healing buffs and typhoon triggering every turn - this means that the AP cost of abilities is basically meaningless to Lune (in fact, having a higher AP cost is arguably an advantage because it means you get gradient points faster by spending more AP).. and when AP costs aren't a concern, there's just no particular reason to use genesis over spamming Typhoon+Hell that I could see.
If you're inclined to you could also pick the weapon that gives a +20% damage buff each time you consume stains, and then you can rotate between typhoon, hell, and thunderfall (you can loop between those 3 without ever resetting the buff from the weapon so after the first few turns you just get a permanent +100% damage buff) - I'm not personally a big fan of that since it's kind of restrictive if you want to be able to cleanse status effects or resurrect characters (and can get messed up if Lune dies too), but I guess you could just give up on Lune's skills for those things and just use tints instead.
Trebuchim is the key to this, since it allows for generating the required stains for Lightning Dance and Thermal Transfer reliably as you use Free Aim shots, which cost minimal AP or are even net positive AP thanks to Marking/Burning shots and the pictos that generate AP for hitting marked targets and applying status effects. You only have Rewarding Mark for a very long time, but that's still enough that the Trebuchim engine works very well. Thermal Transfer gives you a net 2 AP + 1 from Trebuchim for consuming stains + another start-of-turn AP gain + lets you trigger once-per-turn AP gains like Rewarding Mark again, so it's a great mulligan if you hit green stains before you get the stains for Lightning Dance.
Example: https://youtu.be/dWWMpwnbOlc
Also, you will eventually hit the point where Lightning Dance damage caps or comes close to it even without the stains. It's just straight-up the best damage ability in the game for most of act 2 because of the hit count.
There is a period in act 1 where the best spell is probably Crystal Crush, because you get the stains trivially off Electrify and don't have the crit/base damage for Lightning Dance to really shine, plus it easily sets you up to use Thermal Transfer + Electrify as your next turn, but it's not a super long window. The damage of Crystal Crush with stains is good enough to basically one- or two-shot the act 1 bosses, though. You can also use Mayhem around this time to good effect, but you won't get the massive break damage of Crystal Crush, and I think the overall potential is a bit lower.
That's not to downplay Wildfire as one of the best spells for clearing normal three-enemy fights in one turn for most of the game, though. Great setup for Searing Bond as another good AoE hit until enemies start to have a lot more HP.