Starter damage · Light

Helion and Soleon Solar Cycle

Land four basic attacks to earn Solar Halo, enhance Holy Roar, rebuild the halo and dive with Light Bombardment. Use Helios’ Judgment for the transformed combat phase.

By AniimoVerse ·

3 party blueprints2 loadout options2 forms
Base attribute total
514points
LightS Tier
Moderate difficultyWatch the halo
Current starter kit · 8 Sep 2026

Attribute breakdown

Bars share a 0–150 scale
HP100
ATK116
BREAK64
P.DEF72
M.DEF72
REGEN90

Start playing

Your first rotation

  1. 01

    Land four basic attacks to earn Solar Halo, then enhance Holy Roar.

  2. 02

    Rebuild a halo or use Helios’ Judgment to become Soleon, then land Light Bombardment.

  3. 03

    Check whether the halo remains before choosing the next skill; recover when resources run low.

EP is your skill resource. BREAK is the vulnerable phase after the enemy’s break bar is depleted. An ultimate is the charged special skill. Read the full rotation and entry requirements.

At a glance

Stat priorities

Start with the first priority and work down. These are practical build goals, not simulated stat weights.

  1. 1. ATK

    The starter is your main damage slot; strengthen its repeated attacks after the kit is functioning.

  2. 2. EP recovery

    Keep skill access consistent instead of entering a vulnerable phase with no resources.

  3. 3. Survival

    Add enough durability to finish your attack sequence and leave dangerous ground effects.

Party blueprints

Keep the starter, improve one role at a time

A breaker and healer make a functional team before rare supports are available. Core slots define this blueprint. Replace a flex member only if its replacement still covers the job described on the card.

Begin with useful roles

First Complete TeamRecommended

Use the starter you chose, an accessible breaker and your trained healer. Keep the fourth slot flexible for the encounter.

Load in Team Planner
RookeyBasic

Flex

Prepare BREAK so your starter can spend the opening on damage.

GlacyBasic

Flex

Reliable healing and a timed damage buff before the starter enters.

SomniwingBasic

Flex

Resources and control make the next damage cycle easier to prepare.

Learn close-range pressure

Defensive EntrySafer opening

Change the breaker when incoming damage is the problem. Keep support healing available before you commit to the transformed phase.

Load in Team Planner
HelmutBasic

Flex

Absorb manageable pressure and create the opening for your starter.

GlacyBasic

Flex

Heal the breaker and prepare the attacker’s entry.

SomniwingBasic

Flex

Use the resource tool between bursts and control susceptible enemies.

Keep one travel slot

Flexible ExplorationTravel option

Rookey and Glacy cover the basic combat jobs. The fourth slot can change for a route; Scorchhowl is a combat alternative, not a required Light buffer.

Load in Team Planner
RookeyBasic

Flex

Maintain a dedicated BREAK option while exploring.

GlacyBasic

Flex

Recover between encounters without replacing your main attacker.

ScorchhowlBasic

Flex

Optional Fire coverage; replace this slot with the traversal ability your route needs.

Forms and typing

Temporary evolution during combat

The ultimate changes the starter for the current fight. Leaving combat ends the transformed state.

Regional forms guide
Combat loadouts

Damage or self-supplied resources

Choose the skill pair that you can sustain with your current team. Each loadout labels its equipped skills. An optional swap, where shown, replaces slot 2.

Held items

Invest in the loop you use

Start with available equipment, then solve resource or survival gaps.

Quick rotation5 steps · follow in order

Prepare, transform, maintain the cycle

Use the ultimate in a hittable opening and follow the starter’s stack mechanic.

  1. Step 1: Prepare a safe basic chain

    Use support, then land four basic attacks to earn Solar Halo. Avoid starting a long melee commitment just before a dangerous boss attack.

  2. Step 2: Enhance Holy Roar

    Hit with the halo-enhanced roar to reach its three damage-buff stacks together. Without a halo, each hit grants one stack instead.

  3. Step 3: Rebuild the halo

    Use another basic sequence, or Helios’ Judgment when ready, before the enhanced dive. Do not assume the previous halo survived.

  4. Step 4: Transform and dive

    Use the ultimate in the prepared opening to become Soleon and gain its combat-long damage increase. Aim Light Bombardment where the target will remain.

  5. Step 5: Read the result

    The upgraded dive can preserve the halo, but its chance is not a guarantee. Check the buff before the next skill; recover with Sun-Kissed in the self-sustained set.

Homeland abilities

LightLight-type Aniimo specialize in illuminating your homeland.Lv 3
HaulingAniimo with the Hauling ability can pick up stockpiled produce from facilities and carry it to the Home storage.Lv 3
Execution notes

Make the build hold together

Use these encounter rules to preserve the rotation instead of forcing the same sequence into every target.

Upgrade-dependent sustain

The core-upgraded Light Bombardment adds healing and a 75% halo-preservation chance. The base dive should not be described as guaranteeing either benefit.

Recovery competes for a halo

Sun-Kissed restores 20 EP, or five more when enhanced. Spending a halo there is useful when empty, but changes the next offensive setup.

Moving targets

Save the dive for a landing you can hit. Use shorter basic sequences while chasing and avoid treating Holy Storm’s pull as a promise that every boss can be controlled.