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Build Lune Act II – Act II

Lune

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Tags

Act II Hybrid

Description

A build for Lune, balanced for starting Act II

Total pictos : 18

Weapon

Kralim

Weapon passives :

Level 4 : Casting a Skill increases the Skill damage of all other elements by 20%. Resets when casting a Skill of a previous element
Level 10 : On turn start, if no Stains, 2 random Stains are generated.
Level 20 : +1AP when Stains are consumed

Upgrade priority

Agility (1st) Vitality (2nd) Might (3nd) Defense (5nd) Luck (6nd)

Skills

1. Wildfire
ℹ️
Wildfire
Deals medium Fire damage to all enemies. 1 hit. Applies 3 Burn
4 AP
2. Ice lance
ℹ️
Ice lance
Deals medium single target Ice damage that Slows the target. 1 Hit.
4 AP
3. Lightning dance
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Lightning dance
Deals very high single target Lightning damage. 6 hits. Critical Hits trigger an additional hit.
7 AP
4. Elemental trick
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Elemental trick
Deals low single target Ice, Fire, Lightning, and Earth damage. 4 hits. Critical Hits generate the corresponding Stain.
3 AP
5. Mayhem
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Mayhem
Consume all Stains to deal high elemental damage to the target.
3 AP
6. Elemental genesis
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Elemental genesis
Deals extreme damage to all enemies. 8 hits. Each hit deals damage in a random element.
4 AP

Aucune information communiquée par l’auteur.

⭐ Main Pictos (25 luminas)

Solidifying
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Solidifying
• +2 Shields when the character's Health falls below 50%. Once per battle
10 ✨
First offensive
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First offensive
• First hit dealt and taken deals 50% more damage
5 ✨
Auto shell
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Auto shell
• Apply Shell for 3 turns on battle start
10 ✨

📦 Secondary Pictos (63 luminas)

Staggering attack
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Staggering attack
• 50% increased Break damage on Base Attack
1 ✨
Critical burn
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Critical burn
• 25% increased Critical Chance on Burning enemies
5 ✨
Augmented counter I
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Augmented counter I
• 25% increased Counterattack damage
3 ✨
Sos shell
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Sos shell
• Apply Shell when falling below 50% Health
5 ✨
Augmented first strike
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Augmented first strike
• 50% increased damage on the first hit. Once per battle
5 ✨
Dodger
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Dodger
• Gain 1 AP on Perfect Dodge. Once per turn
1 ✨
Healing parry
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Healing parry
• Recover 3% Health on Parry
5 ✨
Roulette
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Roulette
• Every hit has a 50% chance to deal either 50% or 200% of its damage
5 ✨
Marking shots
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Marking shots
• 20% chance to apply Mark on Free Aim shot
3 ✨
Teamwork
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Teamwork
• 10% increased damage while all allies are alive
5 ✨
Augmented aim
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Augmented aim
• 50% increased Free Aim damage
3 ✨
Sweet kill
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Sweet kill
• Recover 50% Health on killing an enemy
5 ✨
Energising jump
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Energising jump
• +1 AP on Jump Counterattack
5 ✨
Dead energy II
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Dead energy II
• +3 AP on killing an enemy
2 ✨
Energising start II
ℹ️
Energising start II
• +1 AP on battle start
10 ✨