
Hits the current enemy and switches out; the Lumi coming in gains +1 ATK stage.
Lumi Master/Move Database
Every Signature Skill, Swappable Skill, Trait and Basic Attack in Lumi Master, with the Lumi that carry each one. Search a move name such as Relay or Baton Pass to see every Lumi that can slot it, or search an effect word (Swift, Wet, heal, sleep, remove for cleanses) to find every move that does that job.
Swappable Skills are the ones you plan a team around: a Lumi can only equip moves from its own list, so the owner list on each card is the full pool of Lumi that can run it. Signature Skills and Traits are fixed to their Lumi. Filter by type to find coverage for a matchup, or open a Lumi to see its whole kit, stats and recommended build.

Hits the current enemy and switches out; the Lumi coming in gains +1 ATK stage.

Raises this Lumi's ATK and DEF by 1 stage each.

Raises this Lumi's ATK by 2 stages.

Throws seeds at the current enemy and applies 2 Leech.

Every Lumi in your squad gains 1 Swift.

Hits the current enemy with +15 power per Wet stack on this Lumi. If it has no Wet, it gains 2 Wet instead.

Hits the current enemy and switches out, handing this Lumi's ATK and DEF stages to the Lumi coming in.

Hits the current enemy and applies 2 Burn to it and 1 Burn to this Lumi.

Hits the current enemy and gives this Lumi 1 Swift.

Hits the current enemy and applies 2 Poison.

Hits the current enemy. Always crits if this Lumi's attack speed is higher than the target's.

Hits the current enemy with a ki blast. Costs 1 less Energy per positive ATK stage; afterwards this Lumi's ATK drops by 1 stage.

The next skill this Lumi uses (other than Charge Up) gains +40 power. Lost if it switches out.

Hits the current enemy with an orb of light and lowers its ATK by 2 stages.

Hits the current enemy. If this Lumi is not already carrying Wet, it gains 5 Wet.

This Lumi falls asleep and heals 40% of its max HP. Can't be used while already Asleep.

Hits every enemy on the field with falling rock; +50% power when there is more than one target.

Resets the ATK and DEF stages of every Lumi on the field back to neutral.

Hits every enemy on the field with a tornado and strips all their buffs and stat boosts.

Drops a Poison trap where the current enemy is standing, applying 1 Poison to any enemy Lumi that moves onto it.

Hits the current enemy, plus one extra hit for each positive DEF stage this Lumi holds; its DEF stages then reset to 0.

Sets the weather to Rain, hits every enemy on the field and gives every Lumi on your side of the field 1 Wet.

Puts the current enemy to sleep.

Heals every Lumi in your squad for 15% of max HP and cures all their Poison.

Sets the field to Grassy Field, hits every enemy on the field and applies 1 Leech to each.

Hits the current enemy. Always crits if it is the first skill used since entering battle.

Hits the current enemy and lowers its DEF by 1 stage. Every DEF stage it has lost gives this hit 25% Pierce.

Hits the current enemy, lowers its DEF by 1 stage and switches out.

Hurls leaves at the current enemy; every Leech stack it carries heals each Lumi on your side of the field for 5% of max HP.

Sets the weather to Storm, hits every enemy on the field and resets your switch cooldown.

Hits the current enemy with shadow; costs 1 less Energy for each different status effect it carries (up to 5 less).

Hits the current enemy and switches out; the Lumi coming in gains +1 DEF stage.

This Lumi is knocked out; every other Lumi in your squad is fully healed and cured of status effects.

Makes plants burst up under the current enemy. Costs 3 less Energy during Harsh Sunlight.

Hits the current enemy ignoring its DEF boosts, then removes those boosts.

Hits the current enemy twice; each hit has a 10% chance to apply 1 Frostbite.

Removes every Burn stack from this Lumi and the current enemy, healing 5% of max HP per stack removed; then cures this Lumi's Leech.

Hits the current enemy and spreads its Poison to the rest of its squad at half the stacks.

Swaps Flicker skill effects and counts with the current enemy.

Hits the current enemy; +20% power for each Leech stack it carries.

Hits the current enemy, cures all of this Lumi's Paralysis and lowers its DEF by 1 stage.

Roars at the current enemy, forcing it off the field.

This Lumi's next 5 basic attacks deal double damage.

Throws a stone at the current enemy.

Hits the current enemy; this Lumi builds double Flickergy.

Hits the current enemy and switches out, handing all of this Lumi's Swift to the Lumi coming in.

Hits the current enemy; +20% power for each ATK stage this Lumi holds above the target.

Throws fruit at the current enemy, with a 25% chance to crit.

Fires a rainbow missile at the current enemy — two while Enhanced, split between enemies if there are several on the field.

Usable only at a positive ATK stage. Drops this Lumi's ATK stage to 0 and gains 1 Energy for each stage removed.

Hits the current enemy and heals this Lumi for 50% of the damage dealt.

Hits the current enemy with a falling star; +50% damage for every Flicker skill used, up to +500%.

Drops a trap where the current enemy is standing. Any enemy Lumi that moves onto it loses 10% of its max HP.

Hits every enemy on the field with light. Costs 3 less Energy on Electric Field.

Hits the current enemy and heals this Lumi for 20% of its max HP.

Rains fire on the current enemy with 15% to 35% Pierce, scaling with this Lumi's current HP (35% at full).

Hits the current enemy with dragon fire and lowers its DEF by 1 stage.

Hits the current enemy; each Paralysis stack it carries gives this hit 10% Pierce.

Strikes the current enemy with lightning; every Paralysis stack it carries refunds 1 Energy.

Hits the current enemy with fierce flames; costs 1 less Energy for each Burn stack this Lumi carries.

Hits the current enemy with a thunder orb. Costs 3 less Energy during Rain.

Rams the current enemy; this Lumi loses HP equal to 20% of the damage dealt.

Hits the current enemy with a dreamscape, with a 20% chance to apply Asleep to it.

Hits the current enemy with an electric orb, with a 20% chance to apply 1 Paralysis.

Fires a ball of water at the current enemy.

Fires a fireball at the current enemy, with a 20% chance to apply 1 Burn.

Deals 5% more damage for each otter still standing on its side.

While in your squad and still standing, gains 1 Wet each time another ally uses a skill.


On entering battle, lowers the current enemy's ATK by 2 stages.

Hits the current enemy with an orb of light, with a 50% chance to lower its ATK by 1 stage.

Hits the current enemy with a shadow orb, with a 20% chance to apply 1 Poison.

Not on the site yet. This Lumi's trait has no English text in the game's files so far; we'll add it here once it does.

Above a set share of its HP it takes extra damage; below it, it takes less. The enemy that knocks it out recovers some HP and Energy.

Whenever this Lumi applies Burn to an enemy, it gains 1 Swift.

When its HP falls below 50%, it heals 50% of its max HP and falls asleep. Up to 1 time per battle.

Once it has entered battle 1/3/5/8 times, its first skill each time costs 1/2/3/4 less Energy.

While this Lumi is on the field, any Poison and Burn on the current enemy carries over to whatever switches in when it dies or leaves.


Knocking out an enemy heals it for part of its max HP and gives it Energy.

Its automatic attack: a Grass hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

While below 50% HP, its basic attacks heal it for 100% of the damage they deal. The first time it drops below half, it also gains 1 Swift.

Its automatic attack: a Steel hit every 1s for 10 power.

Its automatic attack: a Dark hit every 1s for 10 power.

Its automatic attack: a Light hit every 1s for 10 power.

On entering battle, applies 1 Paralysis to the current enemy.

Every even-numbered attack it makes in a battle gains 15% Pierce.

Hits the current enemy and removes all its Leech; +40% power for every 1 stack removed.

Its automatic attack: a Fire hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Its automatic attack: a Normal hit every 0.8s for 8 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Its attacks have a 15% chance to apply 1 Paralysis to the current enemy.

Heals your whole side for 10% of max HP and refills Latte Assassin's latte.

While on the field, every enemy Lumi that enters battle gains 1 Leech.

Hits the current enemy. If this Lumi is Asleep, it gains 2 ATK stages and wakes up.

Hits the current enemy and spreads 1 stack of each of its status effects to the rest of its squad.

Its automatic attack: a Psychic hit every 1s for 10 power.

Its automatic attack: a Flying hit every 1s for 10 power.

Heals every Lumi on your side of the field for 20% of max HP and lowers the ATK of every enemy on the field by 1 stage.

Its automatic attack: a Light hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

On entering battle, hits the current enemy with a Psychic attack of 35 power and falls asleep; heals 20% of its max HP when it wakes.

Its automatic attack: a Light hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy with 25% lifesteal. Cast automatically and for free whenever an enemy squad Lumi enters battle, at half power.

Hits the current enemy; if it has no Light Mark, applies one and raises this Lumi's DEF by 1 stage. Targets enemies carrying a Shadow Mark first.

Its automatic attack: a Ice hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

When it switches out by choice, it hands its ATK and DEF stages to the Lumi coming in.

Its automatic attack: a Ground hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

After being hit by a skill, lowers the attacker's ATK by 1 stage. If this Lumi's ATK and DEF stages together beat the attacker's, every stage of the difference deals it 5% of that skill's damage.

Its automatic attack: a Ground hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy; if it has no Shadow Mark, applies one and raises this Lumi's ATK by 1 stage. Targets enemies carrying a Light Mark first.



Its automatic attack: a Grass hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Hits the current enemy and switches out. After two uses in the same duel it no longer switches out and deals triple damage.

Its automatic attack: a Electric hit every 0.8s for 8 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Hits the current enemy and applies 1 Leech for every Wet stack on this Lumi.

Hits the current enemy. For every 2 Wet on this Lumi it applies 1 Leeched and banks 8 Flickergy.

While in your squad and still standing: when an ally enters the field, every buff and stat boost on the current enemy loses 1 stack; when an ally leaves the field, each debuff on it loses 1 stack.



While in your squad and still standing, it builds up Sugar Coat stacks as debuffs land on your Lumi.


Hits the current enemy, then slips into Ambush and leaves. Coming back in from Ambush it fires Scorpio Gleam III, hits again, spreads 1 stack of each of its debuffs to the enemy's other Lumi, and spends this Lumi's Stars.

Hits the current enemy and gives this Lumi 1 Dark Embrace; each of the target's stat boosts drops 1 stage, and every stage removed adds another Dark Embrace.

Hits the current enemy; +50% damage if it is the first skill that enemy has taken since entering battle.

Hits the current enemy; +25% damage if it is the first skill that enemy has taken since entering battle.

Every even-numbered attack it makes in a battle gains 30% Pierce.



Hits the current enemy. With Little Red Peach alive on the team, it drains her entire HP bar first — every 10% consumed adds 20% damage and 1 Little Red Hood.

When it is knocked out, Little Red Peach restores part of its max HP for each Little Red Hood stack.



Hits the current enemy, then this Lumi is knocked out. Damage rises by 20% for every 10% HP it had left.


This Lumi's Blood Thorns and Swift stacks are locked to the current enemy's Leeched count.



Roars the current enemy off the field and drags in whichever of their Lumi has the lowest HP.

While it is on the field, every enemy Lumi loses 2 DEF stages as it enters.



Its automatic attack: a Ice hit every 1.1s for 11 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy with 15% lifesteal. Cast automatically, for free, whenever an enemy squad Lumi enters battle.




Hits the current enemy; double damage at ATK stage 4 or higher, and a crit raises this Lumi's ATK by 2 stages.

After its basic attacks hit a target 3 times, the next attack on that target is a guaranteed crit.

Hits the current enemy and locks their whole team out of skills until they have thrown 5 basic attacks.

Each basic attack raises its damage and cuts the damage it takes by the same percentage. The bonus resets when a skill hits it.

Hits the current enemy and gives every Lumi on your side of the field 1 Wet.

Its automatic attack: a Water hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Hits the current enemy, then this Lumi is knocked out. Damage rises by 20% for every 10% HP it had left.


Stationed at the Advanced Card Station: each Legendary Lumi Card crafted comes with 1 extra Epic Lumi Card.



Its automatic attack: a Grass hit every 1.3s for 13 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.





Breathes fire on the current enemy with 10% Pierce and applies 1 Burn to every Lumi in the enemy squad.

Its automatic attack: a Fire hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.


Hits the current enemy with a fireball, applies 1 Burn and lowers its DEF by 1 stage.



Hurls a basketball at the current enemy, then randomly gains 1 buff stack or raises its own ATK or DEF by 1 stage.



Its automatic attack: a Electric hit every 0.8s for 8 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.



Its automatic attack: a Fire hit every 1.3s for 13 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Gains +10% damage for every basic attack this Lumi makes, up to +300%. Resets when it switches out.

Gains +8% damage for every basic attack this Lumi makes, up to +240%. Resets when it switches out.

Gains +6% damage for every basic attack this Lumi makes, up to +180%. Resets when it switches out.

Hits the current enemy; for each Wet stack on this Lumi, applies 1 Leech to the target and heals your squad for 2% of max HP.









Hits the current enemy twice; each hit has a 10% chance to apply 1 Frostbite.

Hits the current enemy; if it is knocked out, this Lumi heals 20% of its max HP.

Hits the current enemy; if it is knocked out, this Lumi heals 10% of its max HP.

Hits the current enemy, then this Lumi is knocked out. Damage rises by 20% for every 10% HP it had left.

Hits the current enemy; if it is knocked out, this Lumi heals 15% of its max HP.

Hits the current enemy. Above 50 Slam this Lumi dumps every stack onto it; above 30, it transfers double.

Hits the current enemy; the higher this Lumi's DEF, the more damage.


When Latteccino leaves the field by choice, whatever switches in deals 15% more damage — and picks up 1 Swift on top if Latteccino was carrying a Latte.

Hits the current enemy, with a 25% chance to apply a Shadow Mark; if it lands, this Lumi gains +1 ATK stage.


Hits the current enemy and puts this Lumi to sleep. If it was already Asleep, the hit has 100% lifesteal and applies 1 random status effect(s).

While Asleep, the damage it deals and the damage it takes are both reduced by 50%.

Hits the current enemy; for each Asleep this Lumi has consumed, +20% damage and 10% lifesteal.

Using a skill consumes Asleep from Lumi on the field, gaining 1 Energy for each one consumed.

Its automatic attack: a Psychic hit every 1.3s for 13 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.





A reckless charge: raises this Lumi's ATK and DEF stage by 1 each, hits the current enemy and lands 1 random debuff on it.

Immune to debuffs. Swapping heads rewrites both this trait and its exclusive skill effects.

Fires a water bullet at the current enemy. Each use adds one more bullet (up to 3); the count resets when this Lumi switches out.



Its automatic attack: a Ground hit every 0.8s for 8 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Hits the current enemy with an electric orb, with a 20% chance to apply 1 Paralysis.

While in your squad and still standing, allies heal 6% of their max HP whenever they gain or apply Burn, plus a further 2% for each additional Fire Lumi in your squad.


Hits the current enemy, then this Lumi is knocked out. Damage rises by 20% for every 10% HP it had left.



Its automatic attack: a Fire hit every 0.8s for 8 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.



Its automatic attack: a Fairy hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy and applies 1 Burn; this Lumi gains 1 Swift for every 2 Burn stacks on the target.

Its automatic attack: a Fire hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.



Slashes the current enemy with a blade of fire and applies 1 Burn.


Hits the current enemy and applies 1 Leech; for each Leech stack it carries, its DEF drops 1 stage and this Lumi's ATK rises 1 stage.

Its automatic attack: a Grass hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy and applies 1 Leeched. Every Leeched on it drops its DEF stage by 1 and raises this Lumi's ATK or DEF stage by 1 at random.

Its automatic attack: a Grass hit every 1.2s for 12 power.



Hits the current enemy, applies 1 Leech and lowers its DEF by 1 stage.

Its automatic attack: a Grass hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Its automatic attack: a Psychic hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Its automatic attack: a Psychic hit every 1.2s for 12 power.

Hits the current enemy, with a 70% chance to apply Asleep to it.

Its automatic attack: a Psychic hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy. If this Lumi is Asleep, it gains 2 DEF stages and wakes up.

Its automatic attack: a Psychic hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy; 50% chance each to apply 1 Leech, apply 1 Burn and lower its DEF by 1 stage.


Hits the current enemy; 75% chance each to apply 1 Leech, apply 1 Burn and lower its DEF by 1 stage.


Hits the current enemy with three separate 75% rolls: 1 Leeched, 1 Burn, and a DEF stage off it.

Every time this Lumi lowers an enemy's DEF, that enemy also picks up 1 extra Paralyzed.






Hits the current enemy. If it is above 50% HP, the healthier it is the more damage it takes — up to +100% at full HP.

Hits the current enemy, dealing more damage the more times this Lumi has entered the battle, rising in five steps.

Starts in its Wishing phase, where using the skill sends this Lumi off the field and banks 3 Wishes for your squad; every skill your Lumi use banks 1 more, up to 3. At 3 Wishes it flips to its Fulfillment phase: using the skill then keeps it on the field, sets off all 3 banked Wishes at once, and returns it to Wishing.






Its attacks have a 10% chance to apply either 1 Paralysis or 1 Leech at random.



Rams the current enemy; every ATK stage this Lumi has gained gives this hit 10% lifesteal.


Its automatic attack: a Ice hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.




Hits the current enemy; +50% crit rate during Storm.

Hits the current enemy; +25% damage if it is the first skill that enemy has taken since entering battle.

Hits the current enemy and clears all of this Lumi's status effects.

Its automatic attack: a Light hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy, then slips into Ambush and leaves. Coming back in from Ambush it fires Scorpio Gleam I, hits again, spreads 1 of its Poison to the enemy's other Lumi, and spends this Lumi's Stars.

While in your squad and still standing, it gains Stars whenever any Lumi on the field gets a stat change or a debuff.

Hits the current enemy for 15% more damage per Burn and per Poisoned already on it.





Its automatic attack: a Ice hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Rams the current enemy and applies 2 Burn to both it and this Lumi.

Its automatic attack: a Fire hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy; guaranteed to apply 1 Leech, apply 1 Burn and lower its DEF by 1 stage.



Its automatic attack: a Fire hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.


On entering battle, steals 1 stack of every stat boost and buff from all enemies on the field.



Stationed at the amethyst mine: amethyst sand is dug 25% faster, and each unit dug has a 20% chance of 1 extra.



Hits the current enemy and gives your squad 1 Wet, +1 for every 2 Flicker skills used, up to 4.


While in your squad and still standing, your side regains 0.1 extra Energy when attacking Paralyzed targets.




Hits the current enemy, with a 25% chance to lower its ATK by 2 stages.


Hits the current enemy; +10% damage for every 10% of HP it has lost.

Starts each battle holding a latte and drinks it on leaving the field, healing 20% of its max HP and gaining 2 Energy. If it knocks out an enemy after finishing the latte, it gets another.



While in your squad and still standing, your whole side gets +30% crit rate against targets carrying Leech, plus a further 10% for each additional Grass Lumi in your squad.


Hits the current enemy for 10% more damage per Burn and per Poisoned already on it.

Weighs the scales before striking: a 50% chance to strip 1 stack off each of the enemy's buffs and stat boosts, and on a failure it strips this Lumi's instead. Libra Gleam I changes which way the verdict falls. Then it attacks.

Weighs the scales before striking: a 50% chance to raise this Lumi's ATK stage by 1, and on a failure it raises the enemy's instead. Libra Gleam II changes which way the verdict falls. Then it attacks.

Drains up to 5 SP, then hits. Past 3 SP this Lumi gains an ATK stage; past 4, a DEF stage as well.

Hits the entire enemy side. Each Leech stack on enemies on the field cuts the cost by 1 Energy and heals this Lumi for 5% of max HP; afterwards all Leech is removed from enemies on the field.

Leech applied by your side also cuts the carrier's damage by 10% per stack. While this Lumi is on the field, non-Divine enemies on the field pay 1 more Energy for skills.

Its automatic attack: a Divine hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy and heals this Lumi for 20% of its max HP.

When a skill hits it, your whole squad restores 5% of its max HP.


When this Lumi's skill is super effective, it gains 2 Wet and 1 ATK stage. When a super-effective skill hits it, the attacker takes 2 Burn and loses 1 ATK stage.

Hits the current enemy, then this Lumi is knocked out. Damage rises by 20% for every 10% HP it had left.



Hits the current enemy with a 25% chance to apply a Light Mark; if it lands, this Lumi gains +1 DEF stage.



Stationed at the Starlit Nursery: Starlit Leaves are produced 50% faster, and each one has a chance to yield 1 extra.

Hits the current enemy with an orb of light, with a 50% chance to lower its ATK by 1 stage.

Hits the current enemy. Always crits with 3+ Swift on this Lumi, and strikes once more at 5 Swift.

Hits the current enemy. With 2+ Swift on this Lumi it gains 50% lifesteal; at 4 Swift it strikes once more.

Hits the current enemy; +20% damage for each Swift stack on this Lumi.

Enters Stealth on arrival, pushing CRIT damage to 350% until an enemy skill connects, then fires on the current enemy.

Enters in Stealth, which raises its crit rate until an enemy skill hits it. Knocking out an enemy gives it Energy.

Hits the current enemy with a dreamscape, with a 20% chance to apply Asleep to it.

Hits the current enemy; +50% damage once 2 Flicker skills have been used.

Its automatic attack: a Fairy hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Hits the current enemy. If this Lumi is Asleep, it gains 2 ATK and 2 DEF stages and wakes up.

Hits the current enemy. If this Lumi is Asleep it wakes up and totals its ATK and DEF stages: at 7 or below it gains 2 of each; above 7 it throws an extra 35-power Psychic hit instead.






Its automatic attack: a Flying hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Rams the current enemy, applying 1 Paralysis and giving this Lumi 1 Swift.


Its automatic attack: a Electric hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.





Its automatic attack: a Ground hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy; while this Lumi's DEF stage is above 0, each stage adds 20% crit rate.

Hits the current enemy with 25% lifesteal; this Lumi gains 1 Burn.


Its automatic attack: a Fire hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Lobs a mushroom at the current enemy with a 50% chance of 2 Poisoned.



Throws a poison dart at the current enemy, with a 50% chance to apply 1 Poison.


Hits the current enemy and applies 1 Poison, with 10% lifesteal for each different status effect the target is carrying.

Its automatic attack: a Dark hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.



Hits the current enemy, then this Lumi is knocked out. Damage rises by 20% for every 10% HP it had left.

Hits the current enemy for 20% more damage per Burn and per Poisoned already on it.

Hits the current enemy, and what it does depends on which siphon this Lumi is holding more of. More Burning Siphon: the hit turns Fire-type and gains 10% Life Steal per stack. More Poison Siphon: 10% extra damage per stack. Level pegging: 2 Poisoned onto the enemy instead.

Whenever this Lumi enters, or lands Poisoned or Burn, it strips every stack of both from the whole enemy team and converts them into an equal number of Poison Siphon and Burning Siphon stacks for itself.


Hits the current enemy with holy light and cures your squad's status effects and stat drops; costs 1 less Energy for each kind of status this Lumi carries.

Hits the current enemy with a shadow orb, with a 20% chance to apply 1 Poison.

Hits the current enemy, with a 50% chance to apply a Shadow Mark; if it lands, this Lumi gains +1 ATK stage.

Drains up to 8 SP and hits once per SP spent. Past 3 SP (and again past 6) this Lumi gains an ATK stage; past 4 (and again past 7) it gains a DEF stage too.





Hits every enemy on the field with a 25% chance to crit; this Lumi gains +1 ATK stage, +1 DEF stage and 1 Swift. +50% damage when facing two enemies.

Unaffected by status effects. Whenever it gains a buff or stat boost, allied otters on the field gain 1 stack of the same.




Hits every enemy on the field; +50% damage when facing two enemies.




Belly-flops onto the current enemy. Always crits during Harsh Sunlight.


Its automatic attack: a Grass hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy and heals this Lumi for 20% of its max HP.





While in your squad and still standing, your whole side takes 15% less damage during Harsh Sunlight or on Petal Dance Field.

While in your squad and still standing, allies with a positive DEF stage can't be critically hit. Each additional Earth Lumi in your squad increases the DEF boost by 10%.


Hits the current enemy and leaves, then helps Flicker fire whichever Flicker skill it has equipped.


Hits the current enemy. While Enhanced, one of four things fires at random: it leaves, the weather turns to Storm, this Lumi sheds every debuff and stat drop, or the enemy loses every buff and stat boost.

On entry, helps Flicker fire its current Flicker skill; on leaving, shuffles that skill at random.



Roars the current enemy off the field and pulls in whichever of their Lumi has the most HP.

While it is on the field, every enemy Lumi loses ATK stages as it enters.

Hits the current enemy, with a 50% chance to cut 10 seconds off your switch cooldown.



Spends the whole SP bar on one hit. Every SP beyond the base cost adds 30 power and 6 Flickergy.

While in your squad and still standing, every Flicker skill you use gives it Swift or Wet at random and shortens your swap cooldown.

Up to 1 time per battle: when any Lumi in your squad drops below 50% HP, it heals 30% of its max HP and puts the current enemy to sleep. Each additional Psychic Lumi in your squad heals a further 10%.


Hits the current enemy. For every ATK stage this Lumi holds above the enemy's DEF stage, the hit gains 10% Pierce and costs 1 less SP — capped at 50% Pierce and 5 SP off.

Hits the current enemy and takes this Lumi down with it. Damage rises 20% for each 10% HP it still had.

Once per battle: when this Lumi would be defeated it comes back on 10% of max HP, and while it is carrying 2 or more debuff stacks it clears every debuff and stat drop on itself.

Fires a fireball at the current enemy, with a 20% chance to apply 1 Burn.

Strikes the active enemy and spreads 1 Paralyzed across every enemy. Anything this kills passes its Paralyzed on to the rest of its team.

Sets an Electric Field on entry. While Qing Long is alive on the team, every skill your side lands adds Electric damage at 10 power per Paralyzed already on the target.


On entering battle, gains +1 DEF stage if any enemy on the field carries a mark — +1 more if it is a Shadow Mark, which also resets its switch cooldown.

On entry, if any enemy on the field carries a Mark, this Lumi gains 1 ATK stage. If that Mark is a Shadow Mark, it gains another ATK stage, a DEF stage, and its switch cooldown resets.

Hits the current enemy with holy light and clears this Lumi's status effects and stat drops.

While in your squad and still standing, allies carrying Wet take 18% less damage, and a further 6% less for each additional Water Lumi in your squad.


Unleashes 5 storm strikes on the current enemy, costing 2 less Energy while Storm is active.



Costs 1 less Energy for each Ice Lumi in your squad. Sets the weather to Snow, hits the current grounded enemy and applies 1 Frostbite.

Costs 1 less Energy for each Ice Lumi in your squad. Sets the weather to Snow, hits the current grounded enemy and applies 1 Frostbite.

When hit by a skill, applies Frostbite to the attacker, with extra stacks during Snow.

Clears Burn, Paralysis, Poison and Asleep off this Lumi, then hits the current enemy.



Its automatic attack: a Ground hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Clears Burn and Paralysis off this Lumi, then hits the current enemy.

Hits the current enemy, then this Lumi is knocked out. Damage rises by 20% for every 10% HP it had left.

Summons slimes to hit the current enemy; +50% damage for every slime on your side that has been knocked out.



Hits the current enemy and gives every Lumi on your side of the field 2 Wet.

Its automatic attack: a Water hit every 0.8s for 8 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Hits the current enemy with a pointer stick and raises whichever of this Lumi's ATK or DEF stage is lower by 2; if they are equal, DEF rises.

Hits the current enemy with a pointer stick and raises whichever of this Lumi's ATK or DEF stage is lower by 2; if they are equal, ATK rises.

Hits the current enemy with a sound wave and lowers its ATK and DEF by 1 stage each.

Hits the current enemy with a sound wave and raises this Lumi's ATK and DEF by 1 stage each.

Hits the current enemy and applies 1 Leech for every 2 Wet stacks on this Lumi.

Hits the current enemy, then slips into Ambush and leaves. Coming back in from Ambush it fires Scorpio Gleam II, hits again, spreads 1 stack of each of its debuffs to the enemy's other Lumi, and spends this Lumi's Stars.

On entering battle, gains +1 ATK stage if any enemy on the field carries a mark — +1 more if it is a Light Mark, which also resets its switch cooldown.

On entry, if any enemy on the field carries a Mark, this Lumi gains 1 DEF stage. If that Mark is a Light Mark, it gains an ATK stage and another DEF stage, and its switch cooldown resets.

Fires an energy ball at the current enemy; the more Energy this Lumi holds, the more damage it deals, up to +100%.


Fires an energy ball at the current enemy; the more Energy this Lumi holds, the more damage it deals, up to +50%.

Charges the current enemy, going for a marked target first where there is one.

Hits the current enemy; applies 1 Burn for every Wet stack this skill spends.

When its skill is super-effective, it gains 2 Wet; when its skill is resisted, it applies 2 Burn to the current enemy.

Its automatic attack: a Water hit every 0.7s for 7 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Hits the current enemy with a wave; +20% damage for every point its Energy cost has been reduced.

Its automatic attack: a Water hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Breaks over the current enemy. Every 1 SP the cost has been reduced below 4 adds 25% damage.

Its automatic attack: a Water hit every 1.2s for 12 power.

Hits the current enemy with a jet of water; +10% damage for every point its Energy cost has been reduced.

Hits the current enemy with a jet of water; +15% damage for every point its Energy cost has been reduced.




Hits the current enemy, then heals this Lumi for 5% of its max HP per Strawberry it is holding.

Gathers Strawberries every few basic attacks or Flicker skills, up to a cap.

Hits the current enemy; if it is knocked out, its status effects spread to the rest of its squad.

While on the field, every stack of Frostbite on an enemy field Lumi adds 1 to its skill costs.


Stationed at the Meteor Altar: each Starlit Gem made has a 40% chance of 1 extra Berry Candy.

Hits the current enemy with a 75% chance of 1 Poisoned and a separate 75% chance of 1 Paralyzed.

Below a set share of its HP it gains Energy every time it is hit, and the first time it drops that low it also gains DEF stages.

Hits the current enemy with 100% Pierce and applies 1 Poison to its whole squad.

While in your squad and still standing, gains 0.1 Energy whenever the current enemy takes damage from a status effect.




Hits the current enemy with gathered energy; +50% damage against an Asleep target.

Its basic attacks against Asleep targets have a 20% chance to trigger an extra basic attack.

Spends all of this Lumi's Energy (up to 8) on a shadow attack; each extra point spent adds 40% damage.


Its automatic attack: a Dark hit every 0.8s for 8 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Weighs the scales before striking: a 50% chance to triple this skill's power, and on a failure the enemy heals 30% of its max HP instead. Libra Gleam III changes which way the verdict falls. Then it attacks.









Its automatic attack: a Grass hit every 0.7s for 7 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Hits every enemy on the field, with 50% lifesteal during Harsh Sunlight; +20% damage for every 1 Flicker skills used this battle.


Heals the lowest-HP Lumi on your side of the field for 20% of max HP; during Harsh Sunlight it also gains 1 DEF stage.

Hits the current enemy, with 50% lifesteal during Harsh Sunlight.

Hits the current enemy and gives this Lumi 1 Swift. Damage climbs 40% for every other defeated Purr-fect Date Lumi on the team.

Its attacks gain life steal for every other Purr-fect Date Lumi in your squad, and its damage rises for each Purr-fect Date Lumi knocked out.

Hits the current enemy and gives this Lumi 1 Dark Embrace; each of the target's buffs and stat boosts loses 1 stack, and every stack removed adds another Dark Embrace.




Its automatic attack: a Ground hit every 1.1s for 11 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy and sets 2 Burn on it — and 2 on this Lumi as well.

Each time it uses an Exertion skill or is hit by a skill, it applies Poison to the whole enemy squad and to itself.

Drains up to 5 SP and hits once per SP spent. Past 3 SP this Lumi gains an ATK stage; past 4, a DEF stage as well.


This Lumi's ATK stage and Swift stacks are locked to the current enemy's Leeched count — the more Leeched it is carrying, the higher both climb.




Hits the current enemy with an ice spike, with a 25% chance to crit.

Its automatic attack: a Ice hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Gains 1 Wet, then hits the current enemy; +10% damage for each Swift stack on this Lumi.




Hits the current enemy and lowers its ATK by 1 stage, then switches out.

Its automatic attack: a Light hit every 0.9s for 9 power. That is among the quickest on the roster, and since every basic attack in the game trades power for interval at the same rate, the short gap buys extra hits rather than extra damage — which is what per-hit effects key off.

Only usable while this Lumi is under 50% HP, and hits 50% harder under 30%. If the kick finishes the enemy off, this Lumi heals 20% of its max HP.


Forces the current enemy out and leaves 50 Triangle Traps where it stood. If a Triangle Trap is already there, it gains 50 levels instead.

Throws a parcel at the current enemy and applies 1 random status effect(s).


Its automatic attack: a Flying hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Hits the current enemy, then this Lumi is knocked out. Damage rises by 20% for every 10% HP it had left.

Hits the current enemy; costs 1 less Energy for every 1 Flicker skills used, down to a minimum of 2.

Its automatic attack: a Fairy hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.




Hits the current enemy with an air bullet and adds 5 seconds to the opponent's switch cooldown.


Its automatic attack: a Flying hit every 1.3s for 13 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.


Heals 15% of its max HP and removes 1 stack of each status effect when it leaves the field.

Hits every enemy on the field and washes Burn off every Lumi on the field. If this Lumi has no Wet it gains 3 Wet; otherwise each Wet stack raises its DEF by 1 stage.

Sets the weather to Rain on entering battle. Each Wet stack it spends gives every other ally 1 Wet.

Its automatic attack: a Water hit every 1.3s for 13 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.

Rams the current enemy; +50% crit rate for every Paralysis stack the target carries.

Rams the current enemy. Always crits if it is the first skill used since entering battle.

Zaps the current enemy and switches out. Each use in the same battle adds 10 power.


Hits every enemy on the field, applies 2 Burn to every Lumi on the field, and cures your side's field Lumi of every status except Burn.

Sets the weather to Harsh Sunlight on entering battle. Takes no Burn damage; instead, whenever a basic attack hits it, each Burn stack it carries heals it 1% of its max HP.

Hits the current enemy with a seed, with a 25% chance to crit; a crit raises this Lumi's ATK by 1 stage.


Throws three needles at the current enemy for 3 hits, each with a 25% chance to crit; a crit raises this Lumi's ATK by 1 stage.

Its automatic attack: a Grass hit every 1.2s for 12 power. That is slower than most, so anything that triggers per hit rather than per point of damage fires less often here.
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