Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Grouped Pictos/Luminas
By Ya_Mama--
The endless list of Luminas doesn't provide a very good overview when making builds. In an effort to solve that I grouped them based on their utility and synergy. I figured I would share it in case anyone else might find it useful.

This guide doesn't provide complete builds, but offers building blocks with which you can create your own builds.
   
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Attributes & Pictos
Your stats are the accumulation of your attributes and equipped Pictos. Each weapon uses Might and 2 other stats for damage calculation.

Picto Stats
Damage wise you will get the most use out of Pictos with Speed and critical chance. Especially the latter is crucial if you want to reach 100%. Vitality should be prioritized for survival, since recovery is based on a percentage of your max health. Do keep in mind that Vitality and Defense are quite redundant if you play NG+ on Expert.

Early on it's almost always worth it to equip the Pictos with the highest Lumina cost in order to save points, regardless of the stats they have. Once you can farm Colour of Lumina you should prioritize Pictos which improve the desired stats the most, provided they don't come with a noticeable downside.

Attribute Spread
Attributes attribute very little to your total stats in comparison to your 3 equipped Pictos. Therefor it's almost always optimal to max out the 2 attributes that your weapon damage scales with. The remaining points can be used to max out Might. However, if you can't reach 100% critical chance with Pictos and Luminas, you should invest enough points into Luck before spending the rest on Might.

Since weapon scaling is prioritized, you want to look out for weapons that scale with Agility and Luck. Those attributes will benefit you the most. That being said, good weapon skills should be prioritized over the scaling attributes.
Mandatory Luminas
There are a couple of Luminas that you want to incorporate into every build as soon as they become available. In total they will cost you 115 lumina points, and they will be foundation on which you can build.

First Strike (10)
You start the battle at the top of the turn order. Acting before the enemy gives you the opportunity to control the fight.

Location: You can pick this Picto up when you progress through Stone Wave Cliffs in Act I, or backtrack for it if you missed it.

Cheater (40)
You can play 2 turns in a row. This allows you to set up your combos without being interrupted.

Location: You get this Picto after defeating Sprong on the Continent, which is available when Esquie can swim in Act II. This fight is intended for Act III, so come prepared or wait till you have Painted Power.

Painted Power (5)
Before you get this Picto you can deal at most 9999 damage per hit. Painted Power removes that damage cap. If you enjoy the challenge you can remove this for the story bosses in Act III. Fights against end game bosses last VERY long without this Lumina though.

Location: You get this Picto after finishing Act II.

Energy Master (40)
This doubles every AP you get, including the one at the start of your turn. This is very useful to prevent AP starvation. especially when you can play multiple turns in a row.

Location: You get this Picto after defeating Serpenphare on the Continent, which is available when Esquie can fly in Act III.

Energizing Turn (20)
You get 1 extra AP at the start of each turn. Unfortunately Energy Master doesn't double this, but combined they still provide 3 AP per turn.

This skill can be traded in for cheaper Luminas that generate AP. Those are often more rewarding, but also more restrictive in the way they generate AP.

Location: You get this Picto when you complete Sirene in Act II. The first upgrade is available from the merchant in Sacred River and you can get the second upgrade from the merchant in Renoir's Drafts.

Optional: Pro Retreat (40)
Flee becomes instantaneous.

Obviously you don't need this if you plan on fighting, but it can be useful if you want to b-line to certain bosses in NG+.

Location: You get this Picto from Sastro in your camp after finding all 9 lost Gestrals, which become possible when Esquie can fly in Act III.
Counter Luminas
These Luminas activate on dodges, parries and counterattacks. If you play with a one shot build these are obsolete, but if you enjoy a challenge you can get a lot of mileage out of them.

These skills work especially well with:
  • Any Character: Everyone can benefit from these Luminas.
  • Verso: Verso relies a lot on parries and dodges, both to raise his rank and to avoid losing it. He also has a lot of weapons that benefit from Counterattacks, or protect your rank if you get hit.
  • Maells: Maelle in Defensive Stance can generate 1 shield per parry with her weapon Chalium. This makes her one of the safest characters to practice with. Especially if you combine it with Luminas that recover health.

Dodges
The following Luminas activate on dodges:
  • Dodger (1) Gain 1 AP if you perfectly dodge, once per turn.
  • Empowering Dodge (5): Deal 5% more damage for each successful dodge, up to 10 times.

Parries
The following Luminas activate on parries:
  • Empowering Parry (5): Deal 5% more damage for each successful dodge until the end of your next turn, up to 10 times. Taking damage removes this buff.
  • Energizing Parry (15): Gain 1 AP.
  • Perilous Parry (5): Gain 1 AP but receive double damage.
  • Healing Parry (5): Recover 3% of your max health.

Energizing Pain (10):
Gain 1 AP if you get hit, but no longer gain AP on parries.

Counters
The following Luminas activate on a counterattack:
  • Augmented Counter I, II & III (3, 5 & 7): Increase damage by 25%, 50% & 75%.
  • Breaking Counter (3): Deal 50% more break damage.
  • Charging Counter (10): Gain 10% of one Gradient Charge.
  • Healing Counter (10): Recover 25% of your maximum health.
  • Energizing Jump (5): Gain 1 AP on a Jump Counterattack.
Survival Luminas
These Luminas help you survive in some of the tougher fights.

These skills work especially well with:
  • High Health: Since health recovery is a percentage of your maximum health, characters with high health will benefit the most from these Luminas.
  • Healing Skills: Lune has very good healing skills that can benefit from the 'heal an ally' Luminas. As party healer you also want her to survive whatever move the enemy throws at her.

Status Effects
The following Luminas make you immune to their respective status effect:
  • Anti Stun (5)
  • Anti Blight (10)
  • Anti Charm (10)
  • Anti Burn (15)
  • Anti Freeze (15)

The following Luminas remove or prevent status effects:
  • Energizing Cleanse (10): Remove the first negative status effect and gain 2 AP.
  • Draining Cleanse (15): Lose 1 AP and prevent the application of a status effect.

Auto Buffs
The following Luminas activate when battle starts:
  • Auto Powerful (10): Gain Powerful. Can be improved with Greater and Longer Powerful.
  • Auto Rush (10): Gain Rush. Can be improved with Greater and Longer Rush.
  • Auto Shell (10): Gain Shell. Can be improved with Greater and Longer Shell.
  • Auto Regen (10): Gain Regen.

If you have a more reliable way to activate either Powerful, Rush or Shell, you can use the following Luminas to get the remaining buffs:
  • Powerful On Shell (10): Gain Powerful. Can be improved with Greater and Longer Powerful.
  • Rush On Powerful (10): Gain Rush. Can be improved with Greater and Longer Rush.
  • Shell On Rush (10): Gain Shell. Can be improved with Greater and Longer Shell.

Shields
The following Luminas give you shields:
  • In Media Res (10): Gain 3 shields when the battle starts, but lose half of your max health.
  • Solidifying (10): Gain 2 shields when your health falls below 50%.
  • Base Shield (20): Gain 1 shield when your turn starts if you have no shields.

Damage Reduction
The following Luminas (can) reduce damage taken:
  • Survivor (20): Survive fatal damage with 1 health.
  • Confident (20): Damage taken is halved, but you can't heal.
  • Defensive Mode (1): Lose 1 AP to reduce damage by 30%.
  • Enfeebling Mark (10): Marked enemies deal 30% less damage.
  • Random Defense (5): Damage taken is randomly multiplied by a value between 0.5 and 2.0.

Healing Self
The following Luminas recover your health:
  • Second Chance (40): When you die you will immediately be revived with 100% health.
  • Recovery (10): Recover 10% of your max health when your turn starts.
  • Clea's Life (30): Recover 100% of your max health when your turn starts, if you didn't take any damage since your last turn. Works very well with Cheater because of the double turns.
  • Sweet Kill (5): Recover 50% of your max health when you kill an enemy.
  • Healing Fire (10): Recover 25% of your max health when hitting a burning enemy, once per turn.
  • Healing Mark (20): Recover 25% of your max health when hitting a marked enemy, once per turn.
  • Attack Lifesteal (15): Recover 25% of your max health with your Base Attack.
  • Healing Counter (10): Recover 25% of your max with a counterattack.
  • Healing Parry (5): Recover 3% of your max health with a parry.
  • Healing Stun (10): Recover 5% of your max health when hitting a stunned enemy.

Healing Allies
The following Luminas activate when you heal an ally:
  • Energizing Heal (10): Give 2 AP to target.
  • Powerful Heal (5): Apply Powerful. Can be improved with Greater and Longer Powerful.
  • Accelerating Heal (5): Apply Rush. Can be improved with Greater and Longer Rush.
  • Protecting Heal (5): Apply Shell. Can be improved with Greater and Longer Shell.
  • Shared Care (10): Recover 50% of the amount healed.

Tints
The following Luminas activate when you use Tints:
  • Charging Tint (2): Gain 5% of one Gradient Charge.
  • Empowering Tint (5): Healing Tints apply Powerful. Can be improved with Greater and Longer Powerful.
  • Accelerating Tint (5): Healing Tints apply Rush. Can be improved with Greater and Longer Rush.
  • Protecting Tint (5): Healing Tints apply Shell. Can be improved with Greater and Longer Shell.
  • Shielding Tint (10): Healing Tints apply 2 shields.
  • Cleansing Tint (5): Healing Tints remove status effects from the target.
  • Healing Tint Energy (1): Healing Tints give 1 AP.
  • Revive Tint Energy (10): Revive Tints give 3 AP.
  • Time Tint (5): Energy Tints apply Rush. Can be improved with Greater and Longer Rush.
Auto Death Luminas
Auto Death can be used to set up for a variety of Luminas in regards to party support and extra damage.

These skills work especially well with:
  • Any Character: Everyone can be set up for low health (and solo) fights or to provide party wide buffs with these Luminas.

Auto Death (1)
You die when the battle starts.

The following Luminas activate when you die:
  • Death Bomb (5): Deal damage to all enemies.
  • Breaking Death (5): Fill the break bars of all enemies.
  • Burning Death (5): Apply 3 Burn to all enemies.
  • Energizing Death (5): All allies gain 4 AP.
  • Healing Death (5): All allies recover all their health.
  • Protecting Death (5): All allies gain Shell. Can be improved with Greater and Longer Shell.
  • Shielding Death (10): All allies gain 3 shields.

Second Chance (40)
When you die you will immediately be revived with 100% health, once per battle.

The following Luminas activate when you revive:
  • Full Strength (15): Deal 25% more damage.
  • Aegis Revival (5): Gain 1 shield.
  • Energizing Revive (5): All allies gain 3 AP.
  • Powerful Revive (3): Apply powerful for 3 turns. Can be improved with Greater and Longer Powerful.
  • Rejuvenating Revive (3): Apply Regen for 3 turns.
  • Revive Paradox (5): Play immediately.

Survivor (20)
You survive a fatal blow with 1 health, once per battle.

Using this will prevent you from dying from Auto Death, setting you up for Luminas that activate on low health:
  • At Death's Door (5): Deal 50% more damage.
  • Critical Moment (5): Gain 50% critical chance.
  • Solidifying (10): Gain +2 Shields. You can add In Media Res for 3 additional shields.
  • SOS Power (5): Gain Powerful. Can be improved with Greater and Longer Powerful.
  • SOS Rush (5): Gain Rush. Can be improved with Greater and Longer Rush.
  • SOS Shell (5): Gain Shell. Can be improved with Greater and Longer Shell.
  • Shortcut (5): Play immediately.

You should avoid using The One, since that will set your max health to 1. In this case 1 health is considered full health, so it won't activate low health Luminas.

Solo Fighter (1)
Deal 50% more damage when fighting alone.

You can combine Auto Death, Survivor and At Death's Door with Solo Fighter for a very cheap and risky 100% damage increase. To activate Solo Fighter you want to equip Auto Death (without Second Chance) on the other 2 party members.

The following Luminas will activate when you fight with 1 character:
  • Last Stand Critical (3): Gain 100% critical chance.
  • Empowering Last Stand (3): Gain Powerful. Can be improved with Greater and Longer Powerful.
  • Accelerating Last Stand (3): Gain Rush.Can be improved with Greater and Longer Rush.
  • Protecting Last Stand (3): Gain Shell. Can be improved with Greater and Longer Shell.
Action Point Luminas
These Luminas give you AP once certain conditions are met. They can be very useful, but it's also quite easy to waste points by generating over the cap of 9 AP.

These skills work especially well with:
  • Any Character: Everyone benefits from extra AP. That being said, Energy Master, Energizing Turn and the occasional parry already provide the majority of your AP generation. You will at most need 1 or 2 more Luminas to stay topped up.

Energy Master (40)
Gain 1 AP for every AP you gain.

Energizing Turn (20)
Gain 1 AP when your turn starts.

Energizing Start I, II, III & IV (5, 10, 15 & 20)
Gain 1 AP for each one when the battle starts.

Dead Energy I & II (2, 2)
Each one gives 3 AP when you kill an enemy.

Dodger (1)
Gain 1 AP when you perfect dodge, once per turn.

Energizing Parry (15)
Gain 1 AP when you parry.

Perilous Parry (5)
Gain 1 AP when you parry, but receive double damage.

Energizing Jump (5)
Gain 1 AP when you Jump Counterattack.

Energizing Pain (10)
Gain 1 AP when you get hit, but no longer gain AP when you parry.

Energizing Shots (10)
Gain 20% chance to gain 1 AP when using a Free Aim shot.

Energizing Attack I & II (10 & 15)
Gain 1 AP for each one when you use a Base Attack.

Energizing Break (3)
Gain 3 AP when you break an enemy.

Energizing Burn (10)
Gain 1 AP when you burn an enemy, once per turn.

Energizing Break (3)
Gain 3 AP when you break an enemy.

Energizing Stun (3)
Gain 1 AP when you hit a stunned enemy.

Energizing Gradient (10)
Gain 1 AP when per Gradient Charge used.

Rewarding Mark (5)
Gain 2 AP on when you hit a marked enemy, once per turn.

Beneficial Contamination (15)
Gain 2 AP on when you apply a status effect, once per turn.

Weakness Gain (3)
Gain 1 AP on when you hit a weakness, once per turn.

Energizing Cleanse (10)
Remove the first negative status effect and gain 2 AP.

Effective Support (5)
Gain 2 AP when you use an item.

Healing Tint Energy (1)
Healing Tint also give 1 AP.

Revive Tint Energy (1)
Revive Tint also give 3 AP.

Giving AP
These Luminas give AP to others:
  • Energizing Death (5): All allies gain 4 AP when you die.
  • Energizing Revive (5): All allies gain 2 AP when you revive.
  • Energizing Heal (10): An ally gains 2 AP when you heal them.
  • Energizing Powerful (10): An ally gains 2 AP when you apply Powerful to them.
  • Energizing Rush (10): An ally gains 2 AP when you apply Rush to them.
  • Energizing Shell (10): An ally gains 2 AP when you apply Shell to them.
Damage Luminas
These Luminas provide extra damage once certain conditions are met. If you want to create one shot builds, equip as many of these as possible.

These skills work especially well with:
  • Maelle: Maelle can reach one shot range the quickest with both Virtuoso Stance and Stendhal. She also has a lot more weapon variety thanks to Last Stance. With enough Gradient Charges you get access to an additional one shot with Gommage.
  • Any Character: As long as you stack enough of these Luminas, any character can one shot bosses.

Painted Power (5)
Removes the damage cap.

Without this there is no point in stacking all these Luminas.

Full Strength (15)
Deal 25% more damage if your health is full.

Teamwork (5)
Deal 10% more damage when all allies are alive.

Solo Fighter (1)
Deal 50% more damage when fighting alone.

At Death's Door (5)
Deal 50% more damage if you have less than 10% of your max health.

Confident Fighter (15)
Deal 30% more damage, but you can't recover health.

Inverted Affinity (5)
Gain Inverted for 3 turns and deal 50% more damage when Inverted.

Inverted causes health recovery to damage you.

Tainted (3)
Deal 15% more damage for each Status Effect on you.

Glass Canon (10)
Deal and take 25% more damage.

Immaculate (10)
Deal 30% more damage until you take a hit.

Augmented First Strike (5)
Deal 50% more damage on the first hit of the battle.

Warming Up (15)
Deal 5% more damage per turn, up to 5 times.

Powered Attacks (10)
Lose 1 AP per hit to deal 20% more damage.

First Offensive (5)
Deal 50% more damage on the first hit of the battle dealt and taken.

Powerful Shield (5)
Deal 10% more damage for every shield you have.

You can get 8 shields at the the start of battle with the following Luminas:
  • In Media Res: Gain 3 shields when the battle starts, but you lose half your health.
  • Auto Death: Ddie at the start of battle.
  • Survivor: Survive Auto Death with 1 health.
  • Solidifying: Gain 2 shields when your health falls below 50%
  • Party Member: Apply 3 shields to all allies with Auto Death and Shielding Death.

Shield Affinity (15)
Deal 30% more damage if you have 1 or more shields, but any hit will remove all shields.

Burn Affinity (10)
Deal 25% more damage against enemies that are burning.

Stun Boost (10)
Deal 30% more damage to stunned enemies.

Roulette (5)
You gain a 50% chance to either half or double your damage.

This averages out to a 25% damage increase, albeit at the cost of consistency.

Exhausting Power (2)
Deal 50% more damage if you are Exhausted.

Gradient Fighter (5)
Deal 25% more damage with Gradient Attacks.
Free Aim Luminas
These Luminas activate when you use Free Aim shots. Since they cost AP, it's recommended to either go all in or avoid them so you can use your AP on high cost abilities.

Free Aim shots work especially well with:
  • Party Leader: Since that character always acts before teammates, you can debuff enemies for them.
  • Verso: His Follow Up ability deals more damage after each Free Aim shot, up to 10 times.
  • Lune: Her weapon Trebuchim generates a random stain for each Free Aim shot, and restores AP when consuming them with her Mayhem ability. Alternatively, you can use Troubadim for more damage but less AP generation.

Augmented Aim (3)
Deal 50% more damage with Free Aim shots.

Piercing Shot (2)
Deal 25% more damage with Free Aim shots and they ignore shields.

Don't use this if you want to use Free Aim shots take out the shields.

Energizing Shots (10)
Get a 20% chance to recover 1 AP when you fire a Free Aim shot.

Sniper (15)
The first Free Aim shot of your turn deals 200% extra damage and can break enemies.

You can fill every break bar at the start of battle with the following Luminas:
  • Breaking Death (5): Fill all break bars when you die.
  • Auto Death (1): Die at the start of battle. This can be improved with all the Auto Death related Luminas.
  • Second Chance (40): When you die you will be revived with 100% health, once per battle. This can be improved with all the revive related Luminas.

Alternatively, you can use the following Luminas improve the break damage from Sniper:
  • Breaking Shots (1): Free Aim shots deal 50% extra break damage. Can be improved with Double and Longer Burn.
  • Break Specialist (1): Increases break damage by 50%, but reduces normal damage by 20%.
  • Breaker (10): Increases break damage by 25%.
  • Breaking Burn (5): Increases break damage by 25% on burning enemies.
  • Breaking Slow (5): Increases break damage by 25% on slowed enemies.
  • Critical Break (5): Increases break damage by 25% on critical hits.

The following Luminas activate when you break an enemy:
  • Burning Break (3): Apply 3 Burn on the target. Can be improved with Double and Longer Burn.
  • Empowering Break (3): Gain Powerful. Can be improved with Greater and Longer Powerful.
  • Energizing Break (3): Gain 3 AP.
  • Exposing Break (5): Apply Defenseless on the target. Can be improved with Greater Defenseless.
  • Fueling Break (5): Double the amount burn stacks on the target.
  • Gradient Break (5): Gain 50% of one Gradient Charge.
  • Marking Break (5): Applies a mark on the target.
  • Quick Break (3): Play again.
  • Slowing Break (5): Apply Slow on the target. Can be improved with Greater Slow.

The following Luminas activate when you hit an enemy after breaking it:
  • Charging Stun (5): Gain 5% of one Gradient Charge.
  • Critical Stun (5): Increases critical chance by 100%.
  • Energizing Stun (10): Gain 1 AP.
  • Healing Stun (10): Recover 5% health.
  • Stun Boost (10): Deal 30% extra damage.

Burning Shots (3)
Free Aim shots have a 20% chance to Burn enemies.

The following Luminas activate when you apply Burn:
  • Charging Burn (10): Gain 25% of one Gradient Charge, once per turn.
  • Double Burn (30): Applies twice the amount burn.
  • Energizing Burn (10): Gain 1 AP, once per turn.
  • Longer Burn (15): Burn duration is increased by 2 turns.

The following Luminas activate when you hit an enemy that is burning:
  • Breaking Burn (5): Increases break damage by 25%.
  • Burning Affinity (10): Increases damage by 25%.
  • Critical Burn (5): Increases critical chance by 25%.
  • Healing Fire (10): Recover 25% health, once per turn.

Marking Shots (3)
Free Aim shots have a 20% chance to Mark enemies.

The following Luminas activate when you apply Mark:
  • Double Mark (20): Mark requires 1 extra hit to be removed.
  • Enfeebling Mark (10): Target deals 30% less damage.

The following Luminas activate when you hit an enemy that is marked:
  • Burning Mark (15): Apply Burn on the target.
  • Charging Mark (10): Gain 20% of one Gradient Charge, once per turn.
  • Healing Mark (20): Recover 25% health, once per turn.
  • Powerful Mark (5): Gain Powerful. Can be improved with Greater and Longer Powerful.
  • Rewarding Mark (5): Gain 2 AP, once per turn.
  • Stay Marked (10): Gain a 50% chance to reapply Mark.

Beneficial Contamination (15)
Gain 2 AP on applying a status effect, once per turn.

Powerful Shots (3)
Free Aim shots have a 20% chance to gain Powerful.

The following Luminas activate when you gain Powerful:
  • Healing Boon (10): Recover 15% health.
  • Charging Alteration (10): Gain 10% of one Gradient Charge, once per turn.
  • Greater Powerful (10): Powerful provides 15% extra damage.
  • Longer Powerful (10): Powerful lasts 2 turns longer.
  • Rush On Powerful (10): Gain Rush. Can be improved with Greater and Longer Rush.
    + Shell On Rush (10): Gain Shell. Can be improved with Greater and Longer Shell.

Accelerating Shots (3)
Free Aim shots have a 20% chance to gain Rush.

The following Luminas activate when you gain Rush:
  • Healing Boon (10): Recover 15% health.
  • Charging Alteration (10): Gain 10% of one Gradient Charge, once per turn.
  • Greater Rush (10): Rush provides 25% extra speed.
  • Longer Rush (10): Rush lasts 2 turns longer.
  • Shell On Rush (10): Gain Shell. Can be improved with Greater and Longer Shell.
    + Powerful On Shell (10): Gain Powerful. Can be improved with Greater and Longer

Protecting Shots (3)
Free Aim shots have a 20% chance to gain Shell.

The following Luminas activate when you gain Shell:
  • Healing Boon (10): Recover 15% health.
  • Charging Alteration (10): Gain 10% of one Gradient Charge, once per turn.
  • Greater Shell (10): Shell provides 10% extra damage reduction.
  • Longer Shell (10): Shell lasts 2 turns longer.
  • Powerful On Shell (10): Gain Powerful. Can be improved with Greater and Longer Powerful.
    + Rush On Powerful (10): Gain Rush. Can be improved with Greater and Longer Rush.
Base Attack Luminas
These Luminas proc when your use Base Attacks. They provide the most utility if you can't generate enough AP to use a skill every turn.

Base Attacks work especially well with:
  • Party Leader: Since that character always acts before teammates, you can debuff enemies for them.
  • Free Aim: Since Base Attacks don't cost any AP, you can spend them all on Free Aim shots.
  • Verso: Specifically Verso needs to get a lot of hits in to raise his rank before he can hit hard. That makes him the ideal candidate to use both Free Aim shots and Base Attacks for that exact purpose. While at the same time debuffing enemies for characters that require less preparation.

Combo Attack I, II & III (10, 20 & 30)
Each one adds 1 extra hit. Each hit counts as a separate Base Attack. This means you will recover 1 AP per hit and all related Pictos activate on each hit (unless they are restricted to once per turn).

With Energy Master and Cheater you effectively replenish all your AP if you finish turn 1 with a Base Attack.

Energizing Attack I & II (10 & 15)
Gain 1 AP for each one.

These are very useful if you don't have the Energy Master and Combo Attack Pictos yet, but become redundant once you have those.

Augmented Attack (7)
Deal 50% more damage.

Versatile (5)
Deal 50% more damage after a Free Aim shot.

Attack Lifesteal (15)
Recover 15% health.

Charging Attack (7)
Gain 15% of one Gradient Charge.

Enfeebling Attack (10)
Applies Powerless to the target. Can be improved with Greater Powerless.

Exposing Attack (10)
Applies Defenseless to the target. Can be improved with Greater Defenseless.

Beneficial Contamination (15)
Gain 2 AP on applying a status effect, once per turn.

Breaking Attack (10)
Base Attacks deal break damage.

You can fill every break bar at the start of battle with the following Luminas:
  • Breaking Death (5): Fill all break bars when you die.
  • Auto Death (1): Die at the start of battle. This can be improved with all the Auto Death related Luminas.
  • Second Chance (40): When you die you will be revived with 100% health, once per battle. This can be improved with all the revive related Luminas.

Alternatively, you can use the following Luminas improve the break damage from Breaking Attack:
  • Staggering Attack(1): Base Attacks deal 50% extra break damage.
  • Break Specialist (1): Increases break damage by 50%, but reduces normal damage by 20%.
  • Breaker (10): Increases break damage by 25%.
  • Breaking Burn (5): Increases break damage by 25% on burning enemies.
  • Breaking Slow (5): Increases break damage by 25% on slowed enemies.
  • Critical Break (5): Increases break damage by 25% on critical hits.

The following Luminas activate when you break an enemy:
  • Burning Break (3): Apply 3 Burn on the target. Can be improved with Double and Longer Burn.
  • Empowering Break (3): Gain Powerful. Can be improved with Greater and Longer Powerful as well as Rush On Powerful with Longer en Greater Rush. Healing Boon can also proc of this.
  • Energizing Break (3): Gain 3 AP.
  • Exposing Break (5): Apply Defenseless on the target. Can be improved with Greater Defenseless.
  • Fueling Break (5): Double the amount burn stacks on the target.
  • Gradient Break (5): Gain 50% of one Gradient Charge.
  • Marking Break (5): Applies a mark on the target.
  • Quick Break (3): Play again.
  • Slowing Break (5): Apply Slow on the target. Can be improved with Greater Slow.

The following Luminas activate when you hit an enemy after breaking it:
  • Charging Stun (5): Gain 5% of one Gradient Charge.
  • Critical Stun (5): Increases critical chance by 100%.
  • Energizing Stun (10): Gain 1 AP.
  • Healing Stun (10): Recover 5% health.
  • Stun Boost (10): Deal 30% extra damage.

Empowering Attack (10)
Apply Powerful for 1 turn.

The following Luminas activate when you gain Powerful:
  • Healing Boon (10): Recover 15% health.
  • Charging Alteration (10): Gain 10% of one Gradient Charge, once per turn.
  • Greater Powerful (10): Powerful provides 15% extra damage.
  • Longer Powerful (10): Powerful lasts 2 turns longer.
  • Rush On Powerful (10): Gain Rush. Can be improved with Greater and Longer Rush.
    + Shell On Rush (10): Gain Shell. Can be improved with Greater and Longer Shell.

Protecting Attack (10)
Apply Shell for 1 turn.

The following Luminas activate when you gain Shell:
  • Healing Boon (10): Recover 15% health.
  • Charging Alteration (10): Gain 10% of one Gradient Charge, once per turn.
  • Greater Shell (10): Shell provides 10% extra damage reduction.
  • Longer Shell (10): Shell lasts 2 turns longer.
  • Powerful On Shell (10): Gain Powerful. Can be improved with Greater and Longer Powerful.
    + Rush On Powerful (10): Gain Rush. Can be improved with Greater and Longer Rush.
Break Luminas
The following Luminas are related to breaking enemies.

These skills work especially well with:
  • Any Character: Every character has access to skills that break enemies. To make full use of these Luminas you want to look for a skill rotation that applies break damage every turn.
  • Certain Bosses: Bosses like the Mimes or Bourgeons can be very annoying if you lack break damage.

Sniper (15)
The first Free Aim shot of your turn deals 200% extra damage and can break enemies.

Breaking Attack (10)
Base Attacks deal break damage.

Full Break Bars
You can fill every break bar at the start of battle with the following Luminas:
  • Breaking Death (5): Fill all break bars when you die.
  • Auto Death (1): Die at the start of battle. This can be improved with all the Auto Death related Luminas.
  • Second Chance (40): When you die you will be revived with 100% health, once per battle. This can be improved with all the revive related Luminas.

More Break Damage
You can use the following Luminas improve the break damage:
  • Breaking Shots (1): Free Aim shots deal 50% extra break damage.
  • Staggering Attack(1): Base Attacks deal 50% extra break damage. Only works with Breaking Attack.
  • Break Specialist (1): Increases break damage by 50%, but reduces normal damage by 20%.
  • Breaker (10): Increases break damage by 25%.
  • Breaking Burn (5): Increases break damage by 25% on burning enemies.
  • Breaking Slow (5): Increases break damage by 25% on slowed enemies.
  • Critical Break (5): Increases break damage by 25% on critical hits.

Breaking Enemies
The following Luminas activate when you break an enemy:
  • Burning Break (3): Apply 3 Burn on the target. Can be improved with Double and Longer Burn.
  • Empowering Break (3): Gain Powerful. Can be improved with Greater and Longer Powerful.
  • Energizing Break (3): Gain 3 AP.
  • Exposing Break (5): Apply Defenseless on the target. Can be improved with Greater Defenseless.
  • Fueling Break (5): Double the amount burn stacks on the target.
  • Gradient Break (5): Gain 50% of one Gradient Charge.
  • Marking Break (5): Applies a mark on the target.
  • Quick Break (3): Play again.
  • Slowing Break (5): Apply Slow on the target. Can be improved with Greater Slow.
  • Beneficial Contamination (15): Gain 2 AP on applying a status effect, once per turn.

Stunned Enemies
The following Luminas activate when you hit an enemy after breaking it:
  • Charging Stun (5): Gain 5% of one Gradient Charge.
  • Critical Stun (5): Increases critical chance by 100%.
  • Energizing Stun (10): Gain 1 AP.
  • Healing Stun (10): Recover 5% health.
  • Stun Boost (10): Deal 30% extra damage.
Burn Luminas
The following Luminas are related to burning enemies.

These skills work especially well with:
  • Burning Skills: Maelle, Lune and Monoco have useful skills that Burn enemies.
  • Verso: Verso can stack a lot of burns with his weapon Corpeso, especially if you combine Free Aim shots + Burning Shots with Base Attacks + Combo Attack.

Burning Shots (3)
Free Aim shots have a 20% chance to Burn enemies.

Burning Break (3)
Apply 3 Burn on an enemy when you break it. Can be improved with Double and Longer Burn.

Apply Burn
The following Luminas activate when you apply Burn:
  • Charging Burn (10): Gain 25% of one Gradient Charge, once per turn.
  • Double Burn (30): Applies twice the amount burn.
  • Energizing Burn (10): Gain 1 AP, once per turn.
  • Longer Burn (15): Burn duration is increased by 2 turns.
  • Beneficial Contamination (15): Gain 2 AP on applying a status effect, once per turn.

Burned Enemies
The following Luminas activate when you hit an enemy that is burning:
  • Breaking Burn (5): Increases break damage by 25%.
  • Burning Affinity (10): Increases damage by 25%.
  • Critical Burn (5): Increases critical chance by 25%.
  • Healing Fire (10): Recover 25% health, once per turn.
Mark Luminas
The following Luminas are related to Marking enemies.

These skills work especially well with:
  • Marking Skills: Gustav, Verso, Sciel and Monoco have useful skills that Mark enemies.
  • Free Aim: Marking Shots is very cheap if you use Free Aim shots, but requires some luck or a lot of AP regeneration to make it consistent against groups of enemies.

Marking Shots (3)
Free Aim shots have a 20% chance to Mark enemies.

Marking Break (5)
Applies a mark on an enemy when you break it.

Apply Mark
The following Luminas activate when you apply Mark:
  • Double Mark (20): Mark requires 1 extra hit to be removed.
  • Enfeebling Mark (10): Target deals 30% less damage.
  • Beneficial Contamination (15): Gain 2 AP on applying a status effect, once per turn.

Marked Enemies
The following Luminas activate when you hit an enemy that is marked:
  • Burning Mark (15): Apply Burn on the target.
  • Charging Mark (10): Gain 20% of one Gradient Charge, once per turn.
  • Healing Mark (20): Recover 25% health, once per turn.
  • Powerful Mark (5): Gain Powerful. Can be improved with Greater and Longer Powerful.
  • Rewarding Mark (5): Gain 2 AP, once per turn.
  • Stay Marked (10): Gain a 50% chance to reapply Mark.
Gradient Luminas
These Luminas either improve the amount of Gradient Charge you get or the effectiveness of your Gradient Attacks.

These skills work especially well with:
  • All Party Members: All the active party members use the same pool of Gradient Charges. If everyone contributes you will be able to make frequent use of these attacks.

Gradient Fighter (5)
Deal 25% more damage with Gradient Attacks.

Gradient Breaker (5)
Deal 50% more breaking damage with Gradient Attacks.

Energizing Gradient (10)
Gain 1 AP for every Gradient Charge you use.

Charging Alteration (10)
Gain 10% of one Gradient Charge when you apply a buff, once per turn.

Charging Critical (10)
Gain 20% of one Gradient Charge when you land a critical hit, once per turn.

Charging Burn (10)
Gain 20% of one Gradient Charge when hit a burning enemy, once per turn.

Charging Mark (10)
Gain 20% of one Gradient Charge when hit a marked enemy, once per turn.

Charging Weakness (5)
Gain 15% of one Gradient Charge when hit a weakness, once per turn.

Gradient Break (5)
Gain 50% of one Gradient Charge when you break an enemy.

Charging Stun (5)
Gain 5% of one Gradient Charge when hit a stunned enemy.

Charging Attack (7)
Gain 15% of one Gradient Charge when you use a Base Attack.

Charging Counter (10)
Gain 20% of one Gradient Charge when you use a Counterattack.

Charging Tint (2)
Gain 5% of one Gradient Charge when you use an item.
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