The following is a list of all skills Lune can use, enriched with additional information not specified by the game, such as turn durations for effects and relative damage multipliers.
The damage multipliers were calculated based on the observation that, under certain conditions, your base attack deals damage exactly equal to your current Attack Power stat, assuming no additional effects are being used to augment it. This forms the baseline regarded as a 100% multiplier against which skills are compared.
Assuming equivalent elemental affinity, a skill that does 1500 damage against an enemy that takes 1000 damage from your base attack while you have 1000 Attack Power is regarded as having a 150% multiplier.
This pattern does not work for calculating Burn, however. While it increases based on Attack Power, it does not increase in a consistent way that makes it clear what value to assign to it. It appears it can also vary based on your own health (adding more health has caused it to go down).
The variance present in multiplier listings describes the minimum to maximum range of potential results based on performance during the QTEs. Enabling the Automatic QTE accessibility setting places your damage somewhere in the middle. Typically, the minimum describes failing the first QTE and not being presented with further inputs, and the maximum describes perfectly executing every QTE, but some skills have custom behavior.
The skills are grouped by element or theme, then ascending AP/Gradient costs. Beneath the list, I offer some observations about possible ways to use Lune given the information.
Fire Skills
- Immolation
- Deals low (70~98% ×1) single target Fire damage and 3 Burn (3 turns). 1 hit.
- Applies 2 more Burns (3 turns) if the target is Marked
- Consumes Ice Stain for increased damage (×1.5: 105~147% ×1).
- Generates Fire Stain
- (2 AP), [QTEs: 2, Total Multiplier: 70~98% / 105~147%]
- Wildfire
- Deals medium (125~150% ×1) Fire damage to all enemies. 1 hit.
- Applies 3 Burn (3 turns)
- Consumes Ice Stain ×2: Increased damage (×2: 250~300% ×1).
- Generates Fire & Light Stains
- (4 AP), [QTEs: 2, Total Multiplier: 125~150% / 250~300%]
* If either QTE is failed, Lune takes potentially lethal damage instead (but is not burned). This damage is capable of critical hits but does not have a consistent multiplier and is not increased by consuming stains (but they are still consumed). The listed stains are still generated.
- Fire Rage
- Deals increasingly [1] high (100~120% ×1) Fire damage to all enemies every turn until Lune receives damage.
- Stuns itself if interrupted.
- Consumes Ice Stain ×2: Increased damage (×2: 200~240% ×1).
- Generates Fire & Light Stains [1] 1x→2.5x→3.75x→~5.34x→~7.27x→…
- (5 AP), [QTEs: 1, Total Multiplier: 100~120% / 200~240%]
* QTE is repeated each subsequent turn, damage for that turn will be based on performance (failing will not stop the sequence), but Stain consumption bonus is maintained from the initial cast. Subsequent turns do not cost AP or consume stains, but will generate stains. Lune will not be able to choose other actions during Fire Rage turns.
- Hell
- Deals very high (500~600% ×2) Fire damage that applies 5 Burn per hit (3 turns) to all enemies. 2 hits.
- Deals self-damage if failed.
- Consumes Ice, Earth & Lightning Stains: Greatly increased damage (×3: 1500~1800% ×2).
- Generates Fire & Light Stains
- (9 AP), [QTEs: 2, Total Multiplier: 1000~1200% / 3000~3600%]
* If either QTE is failed, Lune takes potentially lethal damage twice instead (but is not burned). This damage is capable of critical hits but does not have a consistent multiplier and is not increased by consuming stains (but they are still consumed). The listed stains are still generated.
Ice Skills
- Thermal Transfer
- Deals low (50~60% ×2) single target Ice damage. 2 hits.
- Gains 4 AP if target is Burning
- Consumes Earth Stain ×2: Play a second turn.
- Generates Ice Stain
- (2 AP), [QTEs: 1, Total Multiplier: 100~120%]
- Ice Lance
- Deals medium (140~168% ×1) single target Ice damage that Slows (3 turns) the target. 1 hit.
- Consumes Earth Stain to deal increased damage (×1.5: 210~252% ×1).
- Generates Ice & Light Stains
- (4 AP), [QTEs: 1, Total Multiplier: 140~168% / 210~252%]
- Crippling Tsunami
- Deals medium (250~300% ×1) Ice damage to all enemies. 1 hit.
- Applies Slow for 3 turns.
- Consumes Earth, Lightning & Fire Stains for greatly increased damage (×5: 1250~1500% ×1).
- Generates Ice & Light Stains
- (5 AP), [QTEs: 1, Total Multiplier: 250~300% / 1250~1500%]
- Typhoon
- Deals Ice damage (120~168% ×1) to all enemies.
- On turn start, deals high (250~350% ×1) Ice damage to all enemies and Heals allies (20% Health).
- Consumes Earth Stain ×2: Duration increased from 3 to 5 turns.
- Generates Ice & Light Stains
- (8 AP), [QTEs: 2, Total Multiplier: 120~168%]
* This skill also deals damage on its initial use, but with a lower multiplier than the main effect. The initial use also heals allies by the same amount as the main effect. Follow-up turns do not have additional QTEs, generate or consume stains, and do not prevent Lune from performing different actions.
Lightning Skills
- Electrify
- Deals low (20~22% ×3) single target Lightning damage. 3 hits.
- Critical hits trigger an additional hit.
- Consumes Fire Stain to generate one Light Stain
- Generates Lightning Stain ×2
- (1 AP), [QTEs: 1, Total Multiplier: 60~66% / 120~132%]
- Thunderfall
- Deals medium (30% ×2 ~ 36% ×6) Lightning damage to random enemies. 2-6 hits.
- Critical Hits trigger an additional hit.
- Consumes Fire Stain for increased damage (×1.5: 45% ×2 ~ 54% ×6).
- Generates Lightning & Light Stains
- (5 AP), [QTEs: 2, Total Multiplier: 60~216% / 180~648%]
- Storm Caller
- All enemies receive medium (60~84% ×1) Lightning damage at the end of their turn, and low (20~28% ×1) Lightning damage when they receive damage.
- Duration: 3 turns.
- Consumes Fire Stain ×2 for double thunder strikes on turn end.
- Generates Lightning & Light Stains
- (6 AP), [QTEs: 2]
* No damage occurs on initial use. Stains are only generated/consumed on initial use. On the final turn of its duration, the effect ends before it can trigger a third time.
- Lightning Dance
- Deals very high (60~72% ×6) single target Lightning damage. 6 hits.
- Critical Hits trigger an additional hit.
- Consumes Earth, Ice & Fire Stains: Greatly increased damage (×5: 300~360% ×6).
- Generates Lightning & Light Stains
- (7 AP), [QTEs: 1, Total Multiplier: 360~432% / 3600~4320%]
Earth Skills
- Earth Rising
- Deals low (120~168% ×1) Earth damage to all enemies. 1 hit.
- Consumes Lightning Stain for increased damage (×1.5: 180~252% ×1).
- Generates Earth Stain
- (3 AP), [QTEs: 2, Total Multiplier: 120~168% / 180~252%]
- Rockslide
- Deals medium (125% + 125~150%) single target Earth damage. 2 hits.
- Can Break
- Consumes Lightning, Ice & Fire Stains for greatly increased damage (5×: 625% + 625~750%).
- Generates Earth & Light Stains
- (5 AP), [QTEs: 1, Total Multiplier: 250~275% / 1250~1375%]
* The first hit of this skill is not affected by QTE performance (it occurs before the QTE prompt).
- Terraquake
- Deals Earth damage (80~96% ×1) to all enemies.
- Deals low (150~180% ×1) Earth damage and Break damage to all enemies every turn.
- Also increases all Break damage received by 50%.
- Duration: 3 turns.
- Consumes Lightning Stain ×2 to increase the Duration to 5 turns.
- Generates Earth & Light Stains
- (5 AP), [QTEs: 1, Total Multiplier: 80~96%]
* This skill also deals damage on its initial use, but with a lower multiplier than the main effect. Follow-up turns do not have additional QTEs, generate or consume stains, and do not prevent Lune from performing different actions.
- Crustal Crush
- Deals high (90~126% ×5) single target Earth and Break damage 5 hits.
- Consumes Lightning Stain ×2: Increased damage (3×: 270~378% ×5).
- Generates Earth & Light Stains
- (7 AP), [QTEs: 2, Total Multiplier: 450~630% / 1350~1890%]
Multi-Element Skills
- Mayhem
- Consumes all Stains to deal high (180~252% ×1~4) elemental damage to the target.
- Can Break if 4 Stains are consumed.
- (3 AP), [QTEs: 2, Total Multiplier: 180~1008%]
- Elemental Trick
- Deals low (30~42% ×4) single target Ice, Fire, Lightning, and Earth damage. 4 hits.
- Critical Hits generate the corresponding Stain.
- (3 AP), [QTEs: 2, Total Multiplier: 120~168%]
* If an element cannot actually deal damage due to affinities, then no stain will be generated, even with 100% critical rate
- Elemental Genesis
- Deals extreme (300~420% ×8) damage to all enemies. 8 hits.
- Each hit deals damage in a random element.
- Can only be cast with Lightning, Earth, Fire & Ice Stains
- (4 AP), [QTEs: 2, Total Multiplier: 2400~3360%]
Healing Skills
- Healing Light
- Heals the targeted ally by 30-50% Health and dispels Status Effects.
- Consumes Earth Stain ×2: Costs 0 AP
- Generates Light Stain
- (3 AP), [QTEs: 2]
- Rebirth
- Revives an ally with 30-70% Health and 2 additional AP
- Consumes Lightning Stain ×3: Costs 0 AP
- Generates Light Stain
- (5 AP), [QTEs: 2]
- Revitalization
- Heals 1-3 allies by 40-60% Health.
- Consumes Fire Stain ×3 to also apply Regen that heals on turn start for 3 turns.
- Generates Light Stain
- (5 AP), [QTEs: 2]
Gradient Skills
- Tremor
- Deals high (500~600% ×1) Earth damage to all enemies. 1 hit.
- Removes all enemies’ Shields
- Generates Light Stain
- (1 Gradient), [QTEs: 1, Total Multiplier: 500~600%]
- Tree of Life
- Cleanses all status effects and Heals all allies.
- Generates Light Stain ×2
- (2 Gradient), [QTEs: 0]
- Sky Break
- Deals extreme (4000~5600% ×1) damage to all enemies. 1 hit.
- Element depends on which Stains Lune has the most.
- Can Break
- Generates Light Stain ×3
- (3 Gradient), [QTEs: 2, Total Multiplier:4000~5600%]
Observations
- While the concept of stains is cool, it doesn’t allow for a lot of consistent damage from Lune. Her strongest skills tend to require 3+ stains from 3+ other elements, which can be a lot of setup for relatively tame nukes.
- Elemental Trick allows Lune to fulfill the stain conditions for almost all of her skills with a single turn, but dependence on criticals limits it till late game for high-level critical stat pictos, or solo use of Lune with Last Stand Critical.
- Elemental Genesis is the most AP-efficient payoff to Elemental Trick. Some of her other skills have more damage, but you might be hard pressed to find the AP for them following the setup.
- Electrify + Crustal Crush provides an alternative to the “Elemental” skills with a similar AP cost total. While its damage average is much lower, it does not depend on criticals and can be used against enemies that absorb or nullify Fire or Ice.
- Ice Lance & Thunderfall are 2 of her skills that sustain their own consume conditions on subsequent uses and don’t require alternating.