Lune takes on the classic RPG role of party spellcaster in Clair Obscur: Expedition 33. While she's perfectly capable of haphazardly lobbing around fireballs and lightning bolts, rotating her elemental abilities in succession to make use of their Stain effects is the way to go.

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Between her attack spells and excellent healing powers, Lune offers unmatched versatility among Expedition 33's members. Out of everyone on the team, you're likely to have the hardest time picking just six Skills to assign her. Read on to find out everything you need to know about Lune's mastery of magic in the strange world of Clair Obscur.

How Do Lune's Stains Work In Clair Obscur: Expedition 33?

Each of Lune's Skills generates one or more Stains when it's used; these are stored on the mystical glyph that she uses as a weapon, and can be seen on the right side of the screen whenever it's Lune's turn. In most cases, a Skill will create Stains matching its element (fire spells create Fire Stains, ice spells make Ice Stains, and so on), but occasionally they'll generate Light Stains as well.

Lune can have up to four Stains stored at a time.

Each of Lune's spells has an extra effect that triggers if she has the appropriate combination of Stains listed at the bottom of the Skill's description. For lower-level Skills, this is usually just one Stain, but for higher-tier spells she may need several Stains in a specific combination.

Extra effects triggered by Stains can increase the damage or healing provided by a spell, reduce its AP cost, or cause it to inflict an extra status effect. Stains are automatically spent if Lune casts a spell that can use them; you can't prevent her from doing so, except by choosing a different Skill. However, she'll only use her stored Stains if she can pay the full cost of a boosted effect, so you don't have to worry about paying partial costs for nothing.

Light Stains are essentially wild cards, and can be spent in place of any other element.

Stain Order

It's a good idea to set up Lune's Skill selection so that each spell can generate the Stains used by another; early on, alternating Ice and Fire is a good way to go, or using Fire to set up Lightning for big hits.

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Tips For Lune

Aside from taking the occasional turn to heal, Lune should be focused on dealing heavy damage with whichever element the current enemies are weakest against. This makes Agility and Might a great combination of Attributes for her, as she can take multiple turns to generate and spend Stains. Her third Attribute will vary depending on which weapon you give her; some of her more powerful Lightning spells have multiple hits and a critical hit bonus, so Luck is a decent choice.

Lune's weapon doesn't need to be selected for its element as much as other characters' might; after all, she'll rarely use it, and she can hit with whichever element she wants regardless.

Pictos And Lumina

Lune can't really afford to waste time making Base Attacks, so Energising Start I is always a good selection to keep her AP topped up right from the beginning of a battle. Augmented First Strike and SOS Power can both help her increase her already-formidable damage capabilities, while Dead Energy I and Sweet Kill keep her in the fight as she strikes down foes.

Since Lune also has the fairly rare ability to heal other party members without using Tints, Shared Care is a good way to efficiently keep the entire team in fighting shape. Critical Burn is also very useful, especially when Lune fights alongside Maelle, as both characters have lots of ways to inflict Burn and get the extra Critical Rate from this Lumina.

Skills

It's a good idea to build Lune's Skills around the enemy types you're facing in the current area. Pay attention to weaknesses and resistances, and equip her accordingly. Lune should always have at least two elements represented in her setup to make the best use of her Stains, so she'll never be completely without options.

If you need to use a Recoat to change which spells Lune has available, that's fine - it's better to have the spells you need than to struggle trying to make do with powers that don't work.

The most important thing to consider is having a mix of low and high AP costs, so that Lune is never stuck making a Base Attack or spending a turn using an Energy Tint. She can still do plenty of damage with a Base Attack, but she's meant to be casting spells every turn if possible. Try to have at least one spell that grants additional AP, like Thermal Transfer, for an emergency recharge.

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