Lune Stain Rotation Build Guide (Thank You Update 1.5.3)

Scaverim Dark Stains, Kralim AOE spam, late-game DPS ceiling

By BrokenBuilds Wiki6 min readUpdated

What This Build Does

Lune runs a two-beat rhythm. One turn you generate Stains. The next turn you spend them for outsized damage. Every other Lune build in the game is a wrinkle on that idea.

Stains come in five colors: Ice, Fire, Lightning, Earth, and Light. Light is wild and counts as any element, which makes it the best single Stain to have sitting on the board. Generation skills like entity:ice-lance and entity:mayhem fill the tray. Consumer skills like entity:immolation, entity:elemental-genesis, and entity:fire-rage empty it for amplified output. Balance the two and you get the smoothest sub-DPS in the party. Tilt either way and the rotation stutters.

The ceiling lives at entity:scaverim level 20. That weapon's passive generates Dark Stains that stack, and every Dark Stain adds +50% to skill damage. Two stacks multiply damage 2.25x. Three stacks hit 3.375x. The curve runs hot once you stop thinking about one skill at a time and start thinking about the Stain tray as an amplifier.

TL;DR

  • Class: Lune.
  • Weapon path: entity:trebuchim in Act 1, entity:kralim level 10 in Act 2, Scaverim level 20 in Act 3. entity:benisim as a hybrid healer pick.
  • Core skills: Ice Lance, Mayhem, Elemental Genesis, Fire Rage, entity:typhoon.
  • Pictos: Element-amplifying picks plus crit scaling. Follow whatever element the equipped weapon rewards.
  • Attributes: Might and Luck early. Switch to the weapon's scaling letters mid-game. Vitality plus the second scaling letter late.
  • Party fit: entity:maelle and entity:sciel. Lune's Fire skills prime Maelle's entity:critical-burn, and Sciel's entity:intervention pays for Lune's Mayhem loop.

Early to Mid: Trebuchim to Kralim

Lune's Act 1 ramp is the reason game8 rates her B tier. You start with entity:lunerim, Ice Lance, and Immolation, and the rotation feels thin because the tray holds so few Stains. Push through it. The build wakes up the moment Trebuchim is in her hand, the cheap Stain generator that lets the rotation breathe.

The mid-game pivot is Kralim at level 10. Elemental Genesis becomes spammable on a two-turn cycle, hitting 9999 across eight hits per cast. A Kralim Lune locks down entire trash packs before the party front-line swings. This is the weapon that carries Act 2.

One trap: do not bank Light Stains forever planning one big dump turn. Light Stain replaces whichever color is missing from your consumer skill's requirement. Sitting on three Light Stains has not scaled your next Elemental Genesis, it has bought insurance against a bad draw. Spend them.

Late: Scaverim and Dark Stains

Scaverim is the endgame. 4197 Power, Dark element, and a level 20 passive that rewrites how the character scales. Each consumer skill can leave a Dark Stain behind, and each Dark Stain adds +50% to skill damage while it sits on the board. Stacks are multiplicative with everything else.

The rotation shifts from chasing element-specific amplifications to chasing Stain count. Five Dark Stains active means Lune's skills hit for roughly 7.6x baseline, multiplicative with crit and picto amplifiers. Her ceiling approaches Maelle's sustained throughput here. Maelle still wins single-target burst through entity:stendhal. Lune wins the long fight.

The trade-off is setup. Two to three turns of generation before compounded skills start landing. Expert and NG+ encounters that force early defensive parries punish this. Pair her with Sciel and the Intervention AP loop and most of the setup tax goes away.

Hybrid: Benisim and Typhoon

Benisim is the weapon for the party that wants Lune to be a support hybrid instead of a pure DPS. Typhoon at level 20 becomes a dual-purpose skill that heals the party and damages enemies in the same cast. It is not the highest-ceiling pick, but it extends run length in Expert mode and lets Lune replace a dedicated healer slot.

Use this path when your party already has Maelle as primary DPS and wants a second damage profile that also keeps the team standing. Do not use it if Sciel is already in the party; Sciel's entity:all-set covers the same territory more efficiently.

Rotation

Open on generation. Ice Lance turn one delivers 1 Ice Stain and 1 Light Stain. Follow with Mayhem to add more Stains without spending the turn; Mayhem is the only Stain-gen skill that does not cost a full action. Three or four Stains by end of turn one.

Turn two spends. Elemental Genesis for AOE. Fire Rage for a single tough target when you have the Ice Stains to fuel the Immolation chain first. Typhoon if you have Benisim equipped and the party wants a heal. Any of the three pays larger than a lesser rotation's full cycle.

Scaverim bends this. Once Dark Stains accumulate, the spend turn is partially a generation turn because each consumer can leave a Dark Stain behind. Expect the stack to grow as the fight extends.

Party Fit

The entity:stain-pressure-core is Maelle plus Lune plus Sciel, and it is the strongest default Act 2 and Act 3 party in the game. Maelle handles primary DPS through Stendhal or Burn Stack. Lune handles AOE clear and sub-DPS through Elemental Genesis or Scaverim scaling. Sciel holds the whole thing together with All Set's triple buff and Intervention's AP gifts.

The specific Lune and Sciel loop is worth calling out. Lune's Mayhem generates Stains without spending a turn. Sciel's Intervention gifts the party AP. Together they create the most efficient AP economy in Expedition 33. Lune can spend two skills per round where other characters spend one, which is how her Stain tray keeps up with the compounding passive on Scaverim.

For the Maelle synergy: Lune's Fire skills apply Burn, which primes Maelle's Critical Burn proc chains. Open fights with Immolation or Fire Rage, let Maelle crit into the Burn, and watch the Burn detonate.

Attributes by Phase

Act 1 wants Might and Luck. Raw damage plus crit rate keeps Lune relevant while the Stain tray is small. Trebuchim runs this spread well.

Act 2 is the Kralim phase. Match attributes to Kralim's scaling letters. Sources do not publish exact scaling grades for every Lune weapon, so the consensus is to follow the weapon's letters rather than commit to one spread across the whole game.

Act 3 with Scaverim asks for Vitality plus the weapon's other scaling attribute. The Dark Stain build is a back-line DPS that needs to survive setup turns, and Vitality carries the pictos you want to stack.

Tier Context

game8 ranks Lune at B. That is correct and it is not the whole story. The B tier reflects the Act 1 ramp and the Stain rotation learning curve. Neither of those problems survive past the first weapon swap. Once Kralim is level 10, Lune is A tier in AOE. Once Scaverim is level 20, she is S tier in sustained DPS and S+ when paired with Sciel's Intervention.

The Sciel plus Lune pairing is the most efficient AP economy in the game. That is the part of the rating the tier list cannot capture, because tier lists grade characters in a vacuum and Lune's ceiling is built on top of a partner.

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