Lune Skills Guide
Last Updated:April 24, 2025|Changelog
Lune is the first party member to regroup with Gustave after the crew embarks on its expedition. Personality wise, she is very driven, her main goals being her pursuit of knowledge and the completion of her parents' research that involves the mysterious circumstances that were created by The Paintress. She primarily serves as the game's "mage" character; that is, she has access to powerful offensive spells that are elementally aligned, as well as healing support and enemy debuffing capabilities. This guide details each of Lune's skills, with notes on how to use them, then continues on to suggested synergies and team compositions.
Lune's unique mechanic involves generating and consuming Elemental Stains, of which there are five: Fire, Cold, Lightning, Earth, and Light. Each element typically generates a Stain of its own type, while an opposing element consumes it to gain various effects, such as more damage, extra hits, or decreased AP costs. This makes Lune's playstyle quite strategic by encouraging the use of many different skills to maximize her effectiveness.

Skill Breakdown

Fire Skills
Skill | Notes |
---|---|
Immolation | The most basic of the Fire skills; this one does low single target damage and applies a baseline of 3 stacks of the Burn status effect at a relatively low AP cost. The amount of Burn can be increased further with Mark support from another team member. |
Wildfire | This is one of the go-to AoE spells for much of the early game, especially in areas with enemies prone to Fire damage. |
Fire Rage | A risky but rewarding skill that does an initial high damage burst when cast, then continues to deal damage every turn so long as Lune doesn't take damage herself. Being able to Parry or Dodge consistently becomes even more important when choosing to use this skill. |
Hell | The Ultimate Fire spell; this is a highly damaging, multi-hit AoE attack that inflicts a baseline of 10 Burn stacks (5 per hit) - the downside being its enormous AP cost. Though it can't be cast on demand as soon as it becomes available, with the eventual support of Pictos such as Energising Turn and Energising Start I - IV, it is one of Lune's best first turn nuke abilities. |
Cold Skills
Skill | Notes |
---|---|
Ice Lance | A decent single target Cold spell for the early game with the added ability to Slow its target, granting the party extra turns. Depending on your strategy, this can be a downside since it means less opportunities to Parry and Counterattack. |
Thermal Transfer | This is a cheap multi-hit Cold spell and mostly acts as a utility skill that incentivizes playing around the use of other elements. Use it as an AP battery by targeting enemies with Burn status, or consume Earth Stains to get extra turns (or both!) |
Crippling Tsunami | Basically the AoE version of Ice Lance. Use it to target weaknesses as needed, or as an early/mid-game first turn clearing ability for random battles. |
Typhoon | An interesting skill with a high AP cost that is both an offensive damage dealer and support tool; it delivers high Cold damage on a per-turn basis while simultaneously healing the party. Best used in conjunction with Earth skills so that it can be cast less frequently, in exchange for being able to focus on casting better, higher damaging skills. |
Lightning Skills
Skill | Notes |
---|---|
Thunderfall | This is an amazing skill for much of the early/mid-game and performs exceptionally well with a Luck/Critical Hit focused Lune that has Critical Burn and supporting Fire skills to inflict the status. Aside from the extra hits granted from Criticals, consuming the Fire Stains further boosts its damage, making the Fire/Lightning core a very effective playstyle. |
Electrify | While not the most powerful skill, its main draw is its low AP cost (which can actually be reduced to 0 with a weapon such as Deminerim, making it a skill that can be spammed at will). |
Lightning Dance | The more reliable and damaging version of Electrify that really shines against single targets with its guaranteed 6 strikes (or up to 12 if they're all Critical Hits!) |
Storm Caller | This it the multi-turn Lightning spell, and as with most of its predecessors, really shines when paired with Fire support since it hits twice when consuming Fire Stains. This is best used as support with an offensive team, since supplemental damage occurs when an enemy is being struck by any other damage source. |
Earth Skills
Skill | Notes |
---|---|
Earth Rising | A pretty bland skill that does low Earth damage in an AoE. It's one of the earliest available skills that can target all enemies, which does give it some use, but it's not great outside of the early game. |
Rockslide | Single target ability that introduces the main theme of most of the other Earth skills, which is the ability to inflict Break. It's a solid choice in the early game, and is especially useful for shutting down bosses. |
Crustal Crush | A very highly damaging skill for when it becomes available. While it can't inflict Break, it's amazing for causing Break build up and allowing another party member to land their own Break ability. A loop like this has the potential to disable bosses multiple times throughout the fight, making some difficult encounters much more manageable. |
Terraquake | The Earth element's multi-turn ability. It's a low damaging AoE ability that builds Break and also increases Break build up from other sources. There are situations where it is useful, but generally there are better options. |
Multi-Element Skills
Skill | Notes |
---|---|
Mayhem | Technically not an elemental skill on its own; it instead consumes elemental Stains to do high damage based on the types that were consumed. It's a pretty good skill to have in most setups, since it's cheap, has respectable damage, and can act as a Break if needed. |
Elemental Trick | A strategic skill that sort of relies on Critical Hits to fulfill its niche, which is generating 4 Stains with a single cast. It's pretty lackluster if it isn't built around. |
Elemental Genesis | This skill sort of goes hand-in-hand with Elemental Trick, and as stated earlier, can be quite effective if it is built around. The idea is to generate all stains with Elemental Trick, then use this skill to nuke, then repeat. |
Support Skills
Skill | Notes |
---|---|
Healing Light | A pretty basic heal with the added benefit of healing status effects. As far as healing goes, it's generally better to just use Elixirs and avoid spending AP if possible. |
Rebirth | This a revive that also grants a little bit of AP to its target. Same idea as before, it's usually better to just use an Elixir and treat this as a last resort. |
Revitalization | This is the good healing skill, since it heals the entire party and can also apply Regen with Fire support if needed. It's a very useful skill to have on deck for when the team takes a big hit. |
Gradient Skills
Skill | Notes |
---|---|
Tremor | Its main use it to remove enemy shields. There aren't many cases where the entire opposing force is shielded, so this won't see much use. It can occasionally come in clutch, however. |
Tree of Life | A group heal and status effect cleanser - this is a great one to use when the situation becomes dire, as it can quickly turn the tide of a tough fight. |
Sky Break | This is a large AoE nuke that can choose its element and inflict Break. It's cool, but there are usually better choices when it comes to using Gradient points. |
Build Synergies
One of Lune's most appealing traits is being able to keep targets under the Burn status effect. This is beneficial to both her and her party members for several reasons.
- The Critical Burn Pictos is one of the best in the game and is available very early on. Equipping this gives a whopping 25% Critical Hit chance and is one of the easiest and cheapest offensive optimizations you can make.
- Burn Affinity is yet another easy to maintain and incredibly strong damage buff. Does the target have a Burn? Yes? Here's 25% more damage.
- On the defensive side, there's Healing Fire, a Pictos that restores a quarter of a character's health just by attacking an enemy afflicted by a Burn.
- Various party members also just have great synergy with Burn:
- Maelle's Swift Stride and Combustion.
- Sciel's Searing Bond.
- Verso's From Fire
Aside from being a Burn bot, Lune can do a lot for herself by wielding the correct weapon that aligns with the element she is using the most. The includes, but is not limited to, reduced AP costs and additional damage. Some examples:
- Lighterim (Fire)
- Coralim (Cold)
- Deminerim (Lightning)
- Painerim (Earth)
Lastly, Lune's self-synergy comes in the form of boosting skills by consuming elemental Stains; many skills seem to have a "corresponding" element, for example, many Lightning skills consume Fire Stains to deal increased damage. Likewise, Cold skills tend to favor consuming Earth stains for additional effects. Always keep this in mind as a strategic approach when choosing abilities.
Summary
- Lune's skills excel at targeting enemy weaknesses and using her Elemental Stains to make them more powerful.
- She has many great sources of AoE coverage:
- Earth Rising and Wildfire carry the early/midgame.
- Hell is the late-game multi-hit turn one nuke.
- Elemental Genesis, under the right circumstances, is one of the most destructive skills at her disposal.
- Lune is a great healer, with access to skills like Revitalization and Tree of Life.
- Reliable Burn support makes her a valuable member of any party thanks to Critical Burn, Burn Affinity, and Healing Fire.
- Her choice of weapon enables her to specialize in one particular element (Deminerim, Lighterim), or even a wide range of elements (Kralim), making her an extremely versatile character.
Written by: snail