First Complete TeamRecommended
Use the starter you chose, an accessible breaker and your trained healer. Keep the fourth slot flexible for the encounter.
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.
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Land four basic attacks to earn Solar Halo, then enhance Holy Roar.
Rebuild a halo or use Helios’ Judgment to become Soleon, then land Light Bombardment.
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.
Start with the first priority and work down. These are practical build goals, not simulated stat weights.
The starter is your main damage slot; strengthen its repeated attacks after the kit is functioning.
Keep skill access consistent instead of entering a vulnerable phase with no resources.
Add enough durability to finish your attack sequence and leave dangerous ground effects.
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.
Use the starter you chose, an accessible breaker and your trained healer. Keep the fourth slot flexible for the encounter.
Change the breaker when incoming damage is the problem. Keep support healing available before you commit to the transformed phase.
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.
ScorchhowlBasicFlex
Optional Fire coverage; replace this slot with the traversal ability your route needs.
The ultimate changes the starter for the current fight. Leaving combat ends the transformed state.

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.
Enhance Holy Roar, then rebuild a halo for Light Bombardment.
Slot 2 choice: Use Sun-Kissed instead of Holy Roar when your team cannot fund sustained attacks.
Recover resources with Sun-Kissed and spend the next opening on the dive.
Slot 2 choice: Restore Holy Roar for stronger prepared openings once resource support is reliable.
Start with available equipment, then solve resource or survival gaps.
Full family Resonance ladder. Temporary evolution is a combat state, not a second creature to fund independently.
View stage-by-stage costsUse the ultimate in a hittable opening and follow the starter’s stack mechanic.
Use support, then land four basic attacks to earn Solar Halo. Avoid starting a long melee commitment just before a dangerous boss attack.
Hit with the halo-enhanced roar to reach its three damage-buff stacks together. Without a halo, each hit grants one stack instead.
Use another basic sequence, or Helios’ Judgment when ready, before the enhanced dive. Do not assume the previous halo survived.
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.
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.
Use these encounter rules to preserve the rotation instead of forcing the same sequence into every target.
The core-upgraded Light Bombardment adds healing and a 75% halo-preservation chance. The base dive should not be described as guaranteeing either benefit.
Sun-Kissed restores 20 EP, or five more when enhanced. Spending a halo there is useful when empty, but changes the next offensive setup.
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.