Skill and Trait text on a Lumi's card assumes you already know what Burn or Electric Field does, and never explains it. This glossary collects every term the game's own text uses, grouped by kind, and adds what each one means for how you build and play: which Lumi use it, and how to play around it. If you only learn five, prioritise stat stages, Leech, Burn, Poison and Wet. Those five decide most Arena fights.
Status effect
Burn and Poison look alike on the card, but they punish opposite things, and that decides who you send in against them. Burn hurts the carrier each time a basic attack lands on it, so a fast attacker hitting a Burned target drains it quicker. Poison hurts the carrier each time it attacks, so a Poisoned sweeper damages itself with every swing. Hellfire Spread on Hoverhound and Netherfang exists to keep Poison and Burn on an enemy through switches, which tells you the normal answer: swap the carrier out.
Leech is the status the current top teams are built on. Floragon's Bloom and Thornbloom's ATK both key off Leech on the enemy, so a Leeched Lumi of yours feeds their plan with every basic attack it takes. Paralysis is quieter: each stack slows attack speed, and Zaphound turns a Paralyzed target into a likely crit. Asleep is the worst one to carry, because a sleeping Lumi can't be switched out by hand, so the enemy gets free turns on it.
The cleanest answer to a status team is a cleanse. Zhu Que's Sacred Fire clears every status except Burn off your side, and Nimbuselk cures the whole squad, which is why both rank well against Leech and Paralysis teams.
FloragonGrass / Dragon BattleLeeches whatever it drags in with Dragon Roar.
ZaphoundElectric BattleCrits Paralyzed targets; the reason Paralysis matters.
Zhu QueFire / Flying Special: Panoramic cardClears your side's statuses, Burn excepted.
| Term | What it does |
|---|---|
| Burn | Whenever the carrier is hit by a basic attack, it takes 1.5% of its max HP per stack. Stacks up to 5. |
| Asleep | The carrier can't be switched out manually. |
| Frostbite | Each stack adds 15 power to skill attacks that hit the carrier. Stacks up to 5. |
| Leech | Whenever the carrier is hit by a basic attack, the attacker heals 1% of its max HP per stack. Stacks up to 5. |
| Paralysis | Each stack lowers the carrier's attack speed by 10%. Stacks up to 5. |
| Poison | Whenever the carrier uses a basic attack, it takes 1.5% of its max HP per stack. Stacks up to 5. (Burn punishes being hit; Poison punishes attacking.) |
| Sting | Each stack makes the carrier take one extra basic attack whenever Princess Bee attacks it. Stacks up to 5. |
Buff
Swift and Wet are the two buffs that change how a team plays. Swift speeds basic attacks, so it matters most on Lumi whose kits trigger off basic attacks: Flamblades turns Burn into Swift and Swift into guaranteed Raid crits, and Lycanite's signature crits at 3 Swift.
Wet is Energy in disguise. Each stack takes 1 Energy off the next skill, so a squad fed Wet by Jellistel's Hydroblast casts its expensive skills sooner. All stacks are spent on that one cast, so save them for your biggest skill instead of wasting them on a cheap filler. Dark Embrace belongs to the bat line and turns basic attacks into healing, which is how Sythbat offsets the HP its own attacks cost.
FlambladesFire / Steel BattleBurn into Swift, Swift into guaranteed crits.
JellistelWater / Fairy BattleSpreads Wet across the whole squad.
SythbatDark / Steel StandardLeans on Dark Embrace lifesteal to stay healthy.
| Term | What it does |
|---|---|
| Dark Embrace | Stacks built by the bat line's skills. Each stack gives this Lumi's basic attacks 20% lifesteal, up to 200% at 10 stacks. |
| Swift | Each stack raises the carrier's attack speed by 10%. Stacks up to 5. |
| Wet | Each stack cuts the carrier's next skill cost by 1 Energy; all stacks are spent when that skill is used. Stacks up to 5. |
Signature effect
These four only exist on a handful of Lumi, so read them as a clue about who you are facing. Both Marks reward the side that knocks out their carrier: a Light Mark heals the side opposite the marked Lumi, and a Shadow Mark poisons the marked Lumi's own team. Radibun and Shadowbun are the Mark users. Put Marks on the enemy's front Lumi, and if one of yours is marked and low, switch it out rather than hand the other side a free heal.
Slime Power changes with the slime's type, which is why a slime team is built on variety and why Royal Slime's King's Command counts fallen slimes rather than stats. Training is a slow three-level buff whose top level adds crit rate, so a Training Lumi left in long enough gets harder to trade with. Take it out early.
RadibunLight StandardTurns Marks on the enemy into DEF stages.
ShadowbunDark BattleTurns Marks on the enemy into ATK stages.
Royal SlimeRoyal BattleCloses out a slime team.
| Term | What it does |
|---|---|
| Light Mark | If the marked Lumi is knocked out or receives a Shadow Mark, every Lumi on the opposing side of the field heals 20% of its max HP, then the mark fades. |
| Shadow Mark | If the marked Lumi is knocked out, or a Light Mark is applied on top, every Lumi on its own side gains 1 Poison. |
| Slime Power | A bonus that depends on the slime's type. Fire: basic attacks +80% damage. Water: all skills cost 1 less Energy. Grass: +50% crit rate. Electric: basic attack interval −20%. Ground: damage taken −25%. Ice: skill damage +40%. Light: immune to every status effect. Dark: heal 25% of damage dealt. |
| Training | A three-level buff. Level 1: heal 10% of damage dealt. Level 2: attacks also gain 10% Pierce. Level 3: and 10% crit rate on top. |
Battle term
Pierce is why Charigon is feared: its entry hits also damage the Lumi waiting off the field, so your bench is never fully safe from it. Crits deal 50% more and ignore part of DEF, which is what lets crit teams like Flamblades and Zaphound break high-DEF walls.
Flickergy builds from every Energy you spend, and at 30 it casts a Flicker skill. A team that spends Energy fast fires Flicker skills more often, and Pincock's whole kit exists to feed that bar. Enhanced is the switch a Flicker skill flips; the next Enhanced skill uses it up, so plan the order.
CharigonFire / Dragon StandardEntry Pierce hits reach your bench.
PincockFlying / FairyBuilt to feed Flicker skills.
| Term | What it does |
|---|---|
| Critical hit | Deals 50% more damage and ignores part of the target's DEF. |
| Enhanced | Switched on when a Lumi is affected by a Flicker skill; used up the next time it casts an Enhanced skill. |
| Flickergy | Every point of Energy spent on skills also builds Flickergy. Spending 30 Flickergy casts one Flicker skill. |
| Pierce | The attack also damages the enemy Lumi waiting off the field. |
Weather
Weather is a team decision, not a detail. Xuan Wu sets Rain on entry, which also switches on Shriegon - Variant's Rain Summoner. Zhu Que sets Harsh Sunlight, where Sunbelle's Sunshine and Pan Pan's sunlit crits come alive. Rimedeer's Frostspike sets Snow for Ice teams, and Regaffin needs Storm up to crit.
If your team depends on a weather, bring the Lumi that sets it. Regaffin without Storm and Pan Pan without sunlight both lose most of their value, and that is the usual way these teams fail.
Xuan WuWater / Ground Special: Panoramic cardSets Rain the moment it enters.
Zhu QueFire / Flying Special: Panoramic cardSets Harsh Sunlight on entry.
RimedeerIce BattleSets Snow with Frostspike.
| Term | What it does |
|---|---|
| Storm | Flying and Dragon damage +20%. |
| Harsh Sunlight | Fire and Grass damage +20%. |
| Rain | Water and Electric damage +20%. |
| Snow | Ice and Brawler damage +20%. |
Field
Fields work like weather for pairs of types. Petalina's Sakura Waltz lays the Petal Dance Field, where status damage has a 50% chance to land twice, so it pays most in a Burn or Poison team rather than beside raw hitters. For the other fields, match the field to your two main attack types: Duel Field for Brawler and Steel, Rainbow Field for Fairy and Psychic.
PetalinaGrass / Fairy Special: 3D cardLays the Petal Dance Field with a cheap signature.
| Term | What it does |
|---|---|
| Petal Dance Field | Set by Sakura Waltz. While it is up, damage from a status effect has a 50% chance to land a second time. |
| Duel Field | Brawler and Steel damage +20%. |
| Rainbow Field | Fairy and Psychic damage +20%. |
| Electric Field | Electric and Light damage +20%. |
| Grassy Field | Grass and Water damage +20%. |
Stat stage
Stages are the most important line on this page for the Arena. They cap at 5 either way and reset when the Lumi leaves the field, which is why forced swaps are so strong: Floragon's Dragon Roar pulls the enemy off and throws away every ATK or DEF stage it built.
It cuts both ways. A Lumi you spent turns boosting, like Cyclodoge stacking DEF from Bulky or Stellalibra stacking Fortify, loses all of it the moment it is forced out, and an enemy Cleansing Wind erases them without a swap. Trap teams punish this twice, because the swapped-in Lumi walks into the traps as well. Against a forced-swap team, don't stack stages you can't cash in within a turn or two.
CyclodogeBrawler Special: 3D cardStacks DEF from every skill it takes.
StellalibraFlying / SteelStacks Fortify stages; forced swaps undo them.
| Term | What it does |
|---|---|
| ATK stage | Raised or lowered in stages, up to 5. At +5 ATK is doubled; at −5 it is halved. Resets when the Lumi leaves the field. |
| DEF stage | Raised or lowered in stages, up to 5. At +5 DEF is doubled; at −5 it is halved. Resets when the Lumi leaves the field. |
Other effects
Poison Pool and Thorns are traps: they hit every Lumi that enters, so they punish switching. The Arena trap team is built on that. Muskyx lays Poison Swamp, Rochelon adds Earth Spike, and Floragon drags a fresh target over both. Halo and Moon Marks detonate on one damage type, so check which types your team deals before counting on a mark.
MuskyxDark BattleLays the trap team's Poison Swamp.
RochelonGround BattleAdds Earth Spike as the second trap.
| Term | What it does |
|---|---|
| Halo Mark | Detonates when the carrier takes Dark damage; each stack heals every Lumi on that side of the field for 5% of its max HP. |
| Moon Mark | Detonates when the carrier takes Light damage; each stack deals 5% max HP damage to every Lumi on the opposing side of the field. |
| Poison Pool | A trap: each Lumi that enters battle gains 1 Poison. |
| Thorns | A trap: each Lumi that enters battle takes damage equal to 10% of its max HP. |