"L" Units
| Lukamar | Stars | Tier: 1 (.5 in faction) Ascension:❌ | Rationale | FAQ |
![]() | Can Stop | ⭐⭐⭐⭐ | Applies Vuln2 on hit starting from 2 Stars Requires at least 3 stars to be able to cast her trait skill [Soul-reliever] again by turn 3 Getting 4 stars allows her to reliably cast [Soul-reliever] every 3rd turn after turn 3 | Should you pull?: YES. The long duration of the Elaman arc coupled alongside multiple optional units provides ample breathing room to get the core units. While Lukamar isn't a true T0, it is highly recommended to obtain her, because she supplements the core stack based mechanic of Elaman units. If you ever obtain future Elaman units as off banners, or new ones are added, having Lukamar is a great benefit. Moreover she holds value on her own. |
| Recommended | ⭐⭐⭐⭐⭐ | Applies Vuln3 and allows her to cast [Soul-reliever] the next turn or if paired with OG Innana, cast [Soul-reliever] twice in one turn due to her [Act Again] occurring at the end of the turn, proccing Lukamar's stack regenerated enough to cast a second forgiveness | What units does Lukamar enable ?: Shams and Pochi and older Elaman have a functional dependence on Lukamar for increasing their burst ceiling for the former, and consistency for the both. Both of these units are not must pulls. Hesha, Shanaz, Kianshir, Acambe and Yegane all supply their own stacks to an extent they do not functionally require Lukamar, but varyingly benefit from her. For Shanaz, the T0 of the patch, it helps sustain the longevity of her enhanced form or can expend excess stacks to trigger resolve. |
| Units that Lukamar Supports | ||
| Core For Unit | ![]() ![]() ![]() ![]() ![]() | |
| Optional / Beneficial | ![]() ![]() ![]() ![]() | |
| Role/Faction | ![]() ![]() DPS/Burst/Elaman Faction Support |
| Reasoning | Lukamar arrives as the new Elaman faction “Anchor”, providing her leader aura built directly into her trait, as well as a crit chance stack system for Elaman units in general. She offers both solid offensive and defensive support/utility options, but more importantly she has no cooldowns and none of her skills will cost her any NRG due to her trait. Despite this, she has one of the highest ST potentials in the game, while also not being entirely devoid of mobbing, making her more flexible and smooth to operate. While her true value isn't yet realized as of her release, as we need to test her interaction with more of the newer Elaman units, it is fairly safe to say that she is a strong and valuable unit. 2/24/2026: At the end of Elaman, her present situation is that she is still a good pull, for accounts looking to round out their option or to perform in the ST content, she makes for a solid unit when paired with others like Shams who strongly benefit from her. Many of the other Elaman units, while they do benefit, often do not “require” her when they are at higher stars, making her position not an absolute necessity for the faction to function. Ultimately, she won't always make the cut for general play and be relegated to being a strong unit for specific challenge content. Updated - by Dio 2/24/26 Lukamar has held up pretty well over half a year since her release, as she and shams remains the strongest ST combo. While the viability of this combo has diminished a bit due to the actual lack of ST content, Lukamar herself functions well and continues to provide useful stack generation for Shanaz and Hesha, who remain core units even after Elaman. Updated: 3/16/2026 - Mumegg |
| Strengths | Weaknesses |
| Can nuke for 240%(160% ST, 80% for both main target and in a large AoE) with massively inflated stats, and nuke again for 160% with [Act Again] with reduced bonus stats, or at higher stars, nuke twice for 480% damage at full bonuses since you can gain enough stacks to ult twice at full value. With an additional 120% multi if you slot “Blade Of Conviction” with “[Soul-reliever]” from 3 star onwards Has no NRG/Cooldowns so she feels smooth to play Has built in Vuln2 on hit starting from after 2 stars and Vuln3 at 5 stars Most of her skills can easily do 160% multis Has a built in Elaman faction aura which gives the standard 10% attack 20% defense with added add dmg types up by 5% and when elaman have Liberation stacks they get an extra 20% damage Many of her skills have mobility built-in very good reaction with [Deflection] n free ST Dodge and lowers aggro on her. | Damage is tied to a stack system Lacks defensive options and largely depends on her one dodge reaction and her allies to survive |
| Skills | Reasoning | |
| Rank 11 | ![]() Sand Erosion bottle Traceless shadows | As it is usually the trend with modern units, rank 11 skills are purely utility/niche at best. The bottle at least offers some utility in the Elaman sand environments but neither are realistically used. Infinite 1 time st dodge that cost no nrg thanks to her trait |
| Rank 9 | ![]() Powerful Attack OR Sealed Strike | Lukar will realistically never use her basic attack since her skills have no Cooldown/NRG and she almost always takes a good downtime skill that provides 5 stacks to build up for her main nuke skill |
| Rank 7 | ![]() Song of Wind Rite of Wand Dance (Optional) | Song of the Wind provides 20% Atk as well as up to 20% DMG for each Liberation stack, which is especially good when you consider she already has an extremely good base Atk. It also compensates for her lacking any inherent conversion stat bonuses that many other dps units do. This skill is taken in most circumstances Rite of Wand Dance is one of two skills which Lukamar can use after she expends her stacks on [Soul-reliever] to gain 5 stacks aside from her trait regeneration of stacks. It costs her a turn, but in exchange, they receive healing, dispel 2 debuffs, and gain 2 random buffs for two turns when they are hit by a ST or when her next turn starts. The fact it lasts two turns is particularly good and makes for a fantastic slot in when you need it. Although it also provides the next cast of “Blade Of Conviction” to be an instant, it is usually not equipped in a standard loadout, however it is appreciated since it allows the contribution of a 120% multi one time to compensate for the fact Rite of Wand Dance is not an instant in cases you do slot this skill with “Blade Of Conviction” |
| Rank 5 | Evil-Crusher | Dodge/Deflect on a 3 turn cooldown is solid, but more importantly it reduces aggro levels on Lukamar if she is near allies, making enemies attack them instead of her. |
| Rank 3 | ![]() Chapter of the Final Dance Blade Of Conviction (castalia) | Chapter of the Final Dance is her strongest ST nuke, equipped in most circumstances. Blade Of Conviction is primarily an optional utility skill that doubles the damage of [Wind Dance Slash] to a 120% multi, and makes them apply [Blind] for 1 turn. You can cast it on an ally to cast [Wind Dance] and then teleport to them or if an enemy, dash to them and then cast [Wind Dance Slash]. It also has the notable benefit of resetting the cooldown of her reaction “Evil-Crusher”, allowing her to effectively have it every turn or use it twice potentially the same turn based on timing if the regularly used “Chapter of the Final Dance” |
| Rank 1 | Desert Steps | The option is between a mobility instant and a minor offensive passive, but since the offensive passive is weak and not worth taking a slot over other skills, simply taking the mobility one as a toolbox option seems is more practical |
| Base Skill | Blood and Wind | Gain 5 liberation and deal 160% lets her move 3 tiles after attacking. |
| Loadout | Skills | Notes |
| General | ![]() Or | Chapter of the Final Dance + Blood and Wind maximizes her damage output. At low stars she struggles with stack generation, so the addition of her basic skill is slotted, as it is her only damaging skill that can generate stacks. Her basic skill can be replaced by “Rite of Wand Dance”, for a slightly more hybrid build, as it is the other skill that provides stacks aside from her basic skill and trait. Since the maximum amount of stacks is 20, spending a turn to use “Rite of Wand Dance” instead is never really wasted, especially since the latter skill lasts two turns anyway |
| Elaman Support | ![]() | In a support build running “Blade Of Conviction” lets you still provide a solid amount of total damage since it hits two units for 120% each with [Soul-reliever]. With this combo, Also “Blade Of Conviction” will always blind and can be cast one time as an [Instant]. |
| Maximum Nuke 3*Stars onwards | ![]() | “Blade Of Conviction” doubles the damage from [Soul-reliever], which can trigger off casting [Soul-reliever] from trait. Adding an additional 60% multi to her combo. |
| Weapons | ||||
| Best⭐ | Blade of Startagem | Using (act again from inna og) this is the best dps option | ||
| Best | Void Stabs | Just best outside of sig’s | ||
| Optional | Dual Judgment Flames | 24% Crit/Atk on top of also having DMG/CRIT 2 support for Elaman NOT WORTH PULLING!! | ||
| Trinket | ||||
| Best⭐ | ![]() ![]() Memory of Teeth/SoJ/Hourglass | Any stat stick | ||
| Best | Mavericks cloak | Due to her Long ranged teleports and high mobility she can make good use of it | ||
| Tarots | ||||
| Best⭐ | Magician | Thanks to her mini aoe she's able to make use of this for a big dmg boost. | ||
| Best for min max only. | Heiro | Best boost for Single Target DMG | ||
| Best⭐ | Justice | More consistent crits | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
![]() | Doesn't trigger passive reactions and on hit effects. | |
| Date | Comments/Retrospection/Examination |
| Lukamar is the main Liberation giver & aura bearer of Elaman Team. Her role is pretty versatile, providing AOE VUL 3 at higher star levels and has a skill that automatically triggers her trait for much earlier liberation stacks if needed. Lastly, Heshan & lukamar together fix any liberation problems for all elaman units at their minimum star levels. |
| Layla | Stars | Tier: 3 Ascension: ❌ | Rationale |
![]() | Can Stop | ⭐⭐ or ⭐⭐⭐⭐ | 2 star doubles her alert count from 2 to 4. 4 star provides her maximum DPS potential on her Alert |
| Recommended | ⭐⭐⭐⭐ | 5 Stars only provides her with NRG sustain and therefore can be skipped by simply using banner in general play. |
| Role/Faction | ![]() ![]() ![]() Alert DPS/Tank |
| Reasoning | Despite her classification as a Defender, her primary value comes from her offensive capabilities as an Alert DPS. A higher star Layla with a proper setup can be hitting around 12k-15k+ on non crit per hit. Her unique trait alert buffed by cloud slash lets her attack the same enemy twice (first when they move, second time when they attack) even without Hunter’s Intuition. She also has some utility skills to provide powerful DR to allies or teleport them in short range. However, she is not that useful in bossing and is worse as pure DPS than top AoE units in mobbing, lacks NRG sustain outside 5 stars/banner and has no Crit affinity. Because of this, she remains a useful but niche unit. |
| Strengths | Weaknesses |
| Can deal respectable alert dmg in a 4 tile aoe will also will apply vul 2 post alert in 2 block area around her Can grant herself Dmg Reduction 4 to self and piercing dmg res 3, P.Def&M.Def 2 up for allies Can block M.Atk and dodge one ranged ST every turn with the right passive Can convert 40% of M.Def into P.Atk Can drop Hunter’s intuition and still attack the same enemy twice in forced alert state (triggered by “Cloud Slash”) After using up “forced alert” procs from cloud slash, she reverts to weaker alert (2 range, only on enemy attack against herself from front or side) that’s part of her trait and gets all uses back. This means at 4 stars she can do up to 13 triggers per turn Can teleport allies in a 4 tiles radius. This skill will also grant layla more block % and ally swap on hit for a more defensive build | Nrg problems outside of 5 stars will need sustain Needs 4 stars for her max alert capabilities When stages become too cluttered her 7 alert procs feel like nothing so she's tends to fall off No reliable source of hp recovery outside of tower 4th slot will make her feel squishy |
| Skills | Reasoning | |
| Rank 11 | Encounter Stance | Encounter Stance is BiS for offense and also provides some HP |
| Rank 9 | Sword Cane | Debuffs among the Iria faction are very common. While she won't be using basic attacks much, Sword Staff has a good damage value |
| Rank 7 | ![]() Night Crimson (castalia) Cloud Slash | Her leader aura is a BiS slot for offense even for just herself. Cloud Slash is her main offensive ability |
| Rank 5 | ![]() Quell the Tides (offensive) Front Defense (defensive) | Due to “Block” and “Preempt” redirecting Layla's position towards the enemy, she will reliably get 30% DR from Front Defense and it’s one of the few sources of defense for her general offensive setup. Quell only works on ranged attacks(Not AoE) and triggers once per round, but it’s good if you play her aggressively and don’t expect to get hit in close range. It lets you keep hp/shield intact from stray arrows or even multi-hit ranged attacks and do extra bit of dmg. Either is fine, choose depending on your playstyle, but for optimized usage Quell is slightly preferable, because it can fully avoid damage vs scarier enemies. |
| Rank 3 | Shared Tribulation | An instant skill that brings allies together and provides defensive benefits. It’s a nice tech choice when you need extra movement on a team. “Shelter from the Storm” goes well with Shared Tribulation and is a solid damage mitigation tool, but it’s not worth to castalia before you see the need in it |
| Rank 1 | Police Lasso | Neither skill is used but having a passive 3% defense is good for her other passives and lasso can be useful tech on harder events (like Fireside) to stall some elites |
| Loadout | Skills | Notes |
| General | ![]() | Dps-focused loadout |
| Tank | ![]() | Utility-focused loadout |
| Weapons | ||||
| Best | Newborn Blade | Reliable damage | ||
| Option 1 | Void Stab | If you can get a crit buff, this setup does the most damage | ||
| Option 2 | Cornucopia | Decent for early NRG sustain | ||
| Best⭐ | Blade of Startagem | this is the best dps option | ||
| Trinket | ||||
| Best | ![]() Shield of Justice Hunter’s Intuition | SoJ activates the Defender talent tree 20% DMG boost, making it BiS, but when a SoJ can't be provided for her, Hunter’s Intuition is the next best for damage. | ||
| Usable | Origin Hourglass | Good generic stats | ||
| Tarots | ||||
| Best | Tower | Great reliable damage but more importantly provides lifesteal for sustain | ||
| Option 2 | Justice | BiS for damage, especially on the crit setup | ||
| Engraving | ||||
| Best | ![]() | Good stats | ||
| Optional | ![]() | Makes crits more reliable. Focuses on one shotting enemies in particular | ||
| Best | ![]() | Reset Cds | ||
| Unit/Skill/Buff Interactions | ||
| Justice shields tiggers green talent tree buff | 20% free dmg buff while shielded. Since Layla doesn’t have native shield and can afford to drop Hunter’s Intuition, SoJ becomes the optimal trinket for her. | |
| Date | Comments/Retrospection/Examination |
| Leonide | Stars | Tier: Fun Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐ | He has a terrible scaling trait and maintains all of his functionality at 1 stars |
| Recommended | ⭐ | 1-4 stars is very minor stat gains and DMG reduction. 5 stars is simply ignore block/dodge |
| Role/Faction | ![]() ![]() ST Phys Nuker/KB |
| Reasoning | Leonide specializes in long range movement into charges for burst damage. However his inherently low multiplier on his abilities and the awkward nature of keeping a maximum distance for only decent damage renders him purely a toolbox option for knockback using Fire ring. Avoid building him. |
| Post Ascension 1 | … |
| Post Ascension 2 | Leonide's second ascension is his first mixed with damage buffs to make his damage better while using him in a papal team or content. |
| Strengths | Weaknesses |
| Can KB in an AoE Despite being a breaker, can blockswap with allies Can reach a fairly large amount of HP thanks to ascension skill 30%+ passive 15% and breaker tree just having the highest hp. | Can’t ignore block/dodge without 5 stars His strongest ST skill only has a base multiplier of 100% Required maintaining a certain distance before using his dash and needs to move away afterwards to reposition for another charge His skills have a ridiculously long base CD, which depends on Sig/Engraving and R13 to reduce Being purely ST with no act again means he contributes little total damage. He also lacks much support |
| Skills | Reasoning | |
| Rank 11 | Glowing Pike Thrust | His primary nuke Skill |
| Rank 9 | Invigorating Strike | Helps sustain NRG during downtime |
| Rank 7 | Discipline | You don’t want to use Charge Pursuit over any other charge skill. Discipline is a fairly decent Aura |
| Rank 5 | Guardians Oath | Combined with “Radiant Guard” he can block swap then knock enemies away, effectively preventing their attack |
| Rank 3 | ![]() Charge Stance Radiant Guard | Charge Stance is important for allowing Leonide to get into position. Radiant Guard is also core for allowing his KB functionality. |
| Rank 1 | Light of Sanctuary | High alert is never used. Light of Sanctuary at least can be used as an instant self buff |
| SP SKILL |
| Loadout | Skills | Notes |
| General | ![]() | Best build with rank 13 |
| Weapons | ||||
| Best | Army-Breaking Spear | Best for dumb ass cooldowns | ||
| Optional 1 | Pendent | More hp. | ||
| Trinket | ||||
| Best | Fancy Hat | Block his Straight line syndrome | ||
| Usable | Fire Ring | Triggers Reaction | ||
| Tarots | ||||
| Best | Fools | More bulk | ||
| Engraving | ||||
| Best | ![]() | Makes him the bulkest ( only thing hes good at ) | ||
| Optional | ![]() | Reset his ass cds | ||
| Unit/Skill/Buff Interactions | ||
| Fancy Hat | Prevents the movement penalty of “Charge Stance” and allows him to move freely | |
| Fire Ring | Works with his “Radiant Guard” knockback, effectively making Fire Ring an aoe KB | |
| Date | Comments/Retrospection/Examination |
| Lilywill | Stars | Tier: Fun Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐ or ⭐⭐⭐ | 3 star provides 30% crit chance with [Highland] |
| Recommended | ⭐ | LilyWill isn't worth shard farming at all but if you do, 3 stars is a good place to stop |
| Role/Faction | ![]() ![]() ST Ranged Physical Nuker/DPS |
| Reasoning | LilyWill is an early unit that attempts to mix direct damage with the common Vlder Shenanigan Infection for extra damage, however as it has been the case historically, infection is very niche, and where it shines, it is most often better applied by budget low rarity units. Infection is also diminished against most notable bosses and is consequently largely useless. Lilywill also suffers from long cooldowns until her 5 star, however her lack of multipliers and adequate self buffs (For example compared to Faycal), makes her largely a poor investment and an inadequate feeling unit for most content |
| Post Ascension | The only notable thing is more infection stacks. |
| Strengths | Weaknesses |
| Access to Jump allows her easy maneuverability and can utilize [Highland] effectively Leader aura gives 1+ movement to furries. Can apply and trigger max infestation stacks on ult | Fairly mediocre in both bossing and mobbing Base cooldowns are high for both her core skills Rank 13 doesn’t fix her inherent issues, leaving little hope for future improvement Has NRG issues Infection is useless against most bosses and is too slow for general content Straight worse than the F2P Faycal in terms of Direct DPS |
| Skills | Reasoning | |
| Rank 11 | Arrow of Aeolus - Gale Break | Gale Break is a decent ST nuke that has the added benefit of applying and immediately triggering Infection stacks, synergizing with the Whale Hunter bow and benefitting from her Rank 13 which reduces cooldowns |
| Rank 9 | Gale Shooting | A single stack of infection is not preferable over 35% direct damage |
| Rank 7 | Resonance of Blood | The cooldown of “Shooting Stars” is far too long to make it practical. Her Leader aura is decent |
| Rank 5 | Gale Footwork | Gale Footwork is simply a great reaction |
| Rank 3 | Arrow of Aeolus | Her primary AoE skill that also applies Infection stacks and can prime a unit for a stronger Gale Break |
| Rank 1 | Aim | Aim is a fantastic self instant self buff for 30% crit |
| Loadout | Skills | Notes |
| General | ![]() | Standard |
| Weapons | ||||
| Best | Whale Hunter bow | Best Energizer perfectly level for ranked 13 | ||
| Optional 1 | Martyl bow | Gives P ATK and has a pretty good debuff. | ||
| Trinket | ||||
| Best | True lens | She can make use of the high bonus using her ult | ||
| Tarots | ||||
| Best | Justice | Boost her crit. | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Date | Comments/Retrospection/Examination |
| = Lutfi | Stars | Tier: 2.5 R13: ❌ | Rationale |
![]() | Can Stop | ⭐ | Complete buffer at 1*. |
| Recommended | ⭐⭐⭐ or ⭐⭐⭐⭐⭐ | According to your needs and shard slots as he is functionally fantastic even at 1 star. Raising his stars will upgrade his DPS both in direct dmg and his DoT. 5* allows the use of checkmate every other turn. 3 Stars is a solid threshold as it reduces the forced penalty on Decoy/Checkmatey by 1 turn and increases both his max Atk% from debuffs by 10% and HP drain cap by another 10% 4 stars only provides an increase to the number of enemies who have their alert status removed from 3 to 4 and the range from 4 to 6, which is a matter of preference whether you want to farm 100 shards for. For this reason its better to just shard to 5 if you are going past 3 |
| Role/Faction | ![]() ![]() ![]() Debuff/Dot/PhysicalST/Support/Cheese Unit |
| Reasoning | Lufti has become a core unit for many teams due to his excellent Crit/Alacrity Aura, Vuln 3, and fantastic damage output. Ordinary teams that normally do not go out of their way to lean into piercing benefit greatly from having him as their main source of an alternate damage type to bypass mutations. Moreover, he has the benefit of cheesing stages with invisibility and forced fire tiles, adding tactical variation to gameplay |
| Strengths | Weaknesses |
| Crit aura 20%/Crit Dmg 10% Best Alacrity leader aura which helps some of the best ST units (18%atk 18%atk off-turn) High DPS small aoe dot High Sub Dps ST potential with checkmate (250%mod) Very good cheese/board manipulation with fire tiles and invisibility also has moves that don't break his invisibility set Low cost unit to get going 1-3 stars needed for most applications Good debuff application VUL3 ATK2 and lvl2 debuffs | High castalia investment required to unlock different builds Needs 5 stars to recognize ST potential (not worth it for that) His unique debuff can't be dispelled and restricts his checkmate damage for a turn |
| Skills | Reasoning | |
| Rank 11 | ![]() Game-Breaking Flame Checkmate(Can castalia) | Checkmate has a high NRG cost and while it is a great skill, it is forced into a 3 turn cooldown that is shared with Decoy. Game-Breaking Flame should be taken first. Leave Checkmate as a luxury |
| Rank 9 | ![]() Discovered Check OR Hidden Piece(Priority) | Lufti rarely uses his basic attack, however Hidden Piece is good because he can steal 3 buffs, apply a debuff, and a strong DoT without technically “attacking”. Not being considered as attacking allows him to keep his [Decoy] buff, which is a 30% Atk buff that is removed on actively attacking. It is also worth mentioning that since “Hidden Piece” is not an attack, it does not benefit from tarot damage increases, nor can it trigger additional effects like SP Saff’s [Assault Command], meanwhile Discovered Check can Discovered Check also has a high conditional multi and can get himself out of being countered from enemy reactions, but comes at the consequence of losing out on triggering your reaction and the loss of the decoy buff |
| Rank 7 | ![]() Moment of Crisis Decoy (Can castalia) | Decoy is a great utility for locking down enemies and helping his standby style by going invisible and granting him a 30% Atk Buff and it also groups all enemies on lutfi The Aura should be taken |
| Rank 5 | Disturbance | Going into standby applies a respectable amount of DoTs and debuffs 3 enemies. It is far better than 1 NRG gained on getting hit |
| Rank 3 | ![]() Full Victory (castalia) Alienation | Alienation applies Vuln 3 and attack down 2 which is extremely strong. Full Victory is also core as a fantastic Crit Aura; should use a castalia on it. |
| Rank 1 | Summon Bodyguard | Neither skill is used, and either can be taken, but having a summon has better value than a single attack, especially since he wants to mostly perform standby rather than attack himself |
| Loadout | Skills | Notes |
| General | ![]() | Double Aura standby build that also applies to Vuln3. Use either basic as one wants. |
| General 2 | ![]() | Double Aura with Gather for more utility |
| Crowd Control | ![]() | Gather + Game Breaking flame is useful for more difficult enemies and cheesing |
| Bossing | ![]() | Checkmate ST nuke build with Vuln 3 |
| Weapons | ||||
| Best | Blade of Stratagem | Best sword in general for both piercing and crit damage | ||
| Optional 1 | Newborn Blade | Best non-sig option | ||
| Trinket | ||||
| Best | ![]() Shield of Justice Origin Hourglass | SoJ is best statwise, but hourglass is a good non-sig alternative | ||
| Usable | Maverick’s Cloak | Cloak also provides 12% ATK like SoJ. Lufti is often solo, making this relatively easy to utilize | ||
| Tarots | ||||
| Best | Devil | Best in general for raw stats. Run stat 4th line instead of a unique line | ||
| Best | Judgement | Best for bossing support, though fairly niche due to the present lack of ST content also it procs his trait one additional time giving a bit higher dot output. | ||
| Optional 1 | Hanged Man | Best on stages where Devil stacking may be difficult | ||
| Engraving | ||||
| Best | ![]() | Best for P.ATK | ||
| Unit/Skill/Buff Interactions | ||
| Decoy | Can completely shut down enemies AI with move2 coupled with his invisibility | |
| Invisibility | Can body block ranged moves by acting like an obstacle which causes ranged non-curved moves to not attack anymore. | |
| Date | Comments/Retrospection/Examination |
| Luvata | Stars | Tier: 2.5 Ascension: ✔️ | Rationale |
![]() | Minimum | ⭐⭐⭐ | 3 Stars is where her Crit chance buff jumps to 30% to improve reliability. Gaining crit damage at 4 stars is convenient, but not necessary to her function |
| Can Stop | N/A | ||
| Recommended | ⭐⭐⭐⭐⭐ | Luvata’s performance is heavily dependent on crit reliability and her trait stats. 5 Stars is a massive improvement, jumping from 30-45% crit chance and 15%->45% crit damage, along with 5% increased M.atk and can proc one additional ignition stack. |
| Role/Faction | ![]() ![]() Dot/Magic/Aoe |
| Reasoning | Luvata is the first true mage with solid direct damage multipliers and AoE that can be used without turn preparation at the expense of high NRG costs, however with the added benefit of some DoT application and self sufficient crit buffs. Aside from Kvare, she also remains the only DoT applicator that can deal respectable ST and pairs fantastically with the aforementioned. Her ability to chain explosions extends her coverage and allows a useful pseudo AoE/Skill that can also affect newly produced summons from enemies post death. As to prevent her from being overwhelming in her own right, she is somewhat a little restricted by requiring outside NRG assistance to reach the threshold to cast her abilities every turn and has other restrictions such as requiring burning tiles to be present and enemies to be inflicted by both fire DoTs. In the future her situation has improved thanks to a favorable ToA and her being a part of the Aggression faction when paired with SP Samantha. |
| Post Ascension | Luvata is now NRG self-sufficient alone + she gains a ton of dmg and crit which just checks off some of her other weaknesses. But still the dream of Luvata burning the whole map did not come true ;( |
| Strengths | Weaknesses |
| Can teleport to file tiles with map wide range Fire tiles can replace other detrimental terrain(like frosty) and reduce the effective movement of enemies who walk over them Has access to one of the best generic rank 13 non-unique skills. Has ground selectable AoE skills and great elevation on them. Provides your entire team an immunity to fire tiles from trait Creates satisfying chaining explosions on killing Scorched enemies that improve total damage output and occur post enemy effects, allowing the chains to also damage enemy units summoned on death | High NRG costs and requires getting 1 NRG from outside sources turn 1 in order to use either rank 11 skill Hard to spread fire tiles on non burnable surfaces Enemies need to be inflicted with Scorch and Ignition for Crit/CritDMG from “Fiery Determination” and only enemies killed while scorched can chain explosions Both direct damage output and DoT application consistency is affected by her crit chance (up to 80-100%), requiring her to get 5 stars |
| Skills | Reasoning | |
| Rank 11 | ![]() Meteor Flame Nirvana in Flames (Can castalia)(Niche) | Luvata’s primary focus is AoE, so Meteor Flame is the better pick up. The performance of Nirvana is also tied to crit consistency, so it is something to consider at higher stars and when you have an NRG battery since it costs 5 NRG. |
| Rank 9 | Fiery Wings | Fiery Wings has better range and height, and enemies on burning tiles already get scorched, so there is no reason to ever even consider Scorching Attack |
| Rank 7 | ![]() Fiery Wings of Freedom (Can castalia)(Niche) | Wings of Freedom can be used to cross the map onto existing burning tiles and prime enemy units to be killed easier by her next ability as it counts as using a fire skill for Leaping Flames and spreads fire tiles for her Rank 11 skills. Use her default cross tile skill if you lack external NRG batteries. Gives 2 nrg when you have 0 nrg pretty ez for her to do |
| Rank 5 | Wall of Ember | Both skills require being on fire tiles, however Wall of Ember can potentially mitigate the entirety of an incoming ST attack rather than simply providing 10% DR and some regen. Luvata is also already immune to burning tiles to begin with |
| Rank 3 | Leaping Flames | Leaping Flames is Luvatas core skill that is in every single loadout as it functions as both an offensive boost and an additional triggered skill on kill |
| Rank 1 | Blazing Heat | While neither skill has use, Blazing heat offers a better stat bonus. Cursed frogs can not be damaged and doesn't work on stronger units that are usually immune to bound. There may be niche cases for its use, but realistically it's better to not lean into it. |
| Loadout | Skills | Notes |
| General Low Level/NRG | ![]() | Reaction skill is debatable, however both require standing on a burning tile. I prefer to lean towards “Wall of Ember” because it can effectively mitigate most if not all the damage from a single attack. Particularly useful against archers. Overall a low NRG cost build. |
| General AoE | ![]() | When Inna SP drops this will be her most common set up as it works well with acting again. Also it helps set up her firetiles and proc her trait. |
| Boss/ST | ![]() | Her most reliable STis her 5 energy which can apply up to 7 dot stacks at 5 stars. The nrg 1 can set up fire tiles and gives meditation so it ends up being a net positives nrg gain |
| Post Ascension Build | ![]() ![]() ![]() ![]() ![]() | Best new solo set up. |
| Weapons | ||||
| Best | Nirvana | Applies a fire tile under the nearest enemy within a certain distance, which is useful for her effects. | ||
| Best non-sig | Diffusing Prism | Best for damage as a non-sig | ||
| Filler | Starry Sky Heritage | Good M.ATK | ||
| Trinket | ||||
| Best | Blood Luxite Amulet | Ideal for damage | ||
| Best 2 | Roaring Flint | Flint counts as using a “fire” skill, triggering her crit buffs and priming enemies with scorch for her passive | ||
| Niche | ![]() Shield of Justice Origin Hourglass | Generic stats | ||
| Tarots | ||||
| Best | Justice | Crit is necessary for her to function | ||
| Optional 1 | Magician | Niche option | ||
| Optional 2 | Hangman | For DoT only | ||
| Engraving | ||||
| Best | ![]() | Great stats | ||
| Unit/Skill/Buff Interactions | ||
| Meteor Flame + Nightmare Puppet | The “forcibly turn tiles into burning” part of skill will be considered a “debuff” skill for puppet (and apply its unique debuff) if targets are not immune to scorch, | |
| Date | Comments/Retrospection/Examination |



















































































































































