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Helion combat: skills, combos and Soleon transformation
Holy Storm carries a 150% break multiplier, Soleon is a temporary boost and not an evolution, and Helion's passive rewards fights without type advantage.
The short version
- Helion is a melee physical DPS built for burst damage and aggressive combos, so it does its work from close range.
- Holy Storm spins up a storm that pulls nearby enemies to its centre and has a 150% break multiplier, which makes it Helion's best tool for cracking defence gauges.
- Soleon is Helion's combat transformation. It gives a temporary power boost during a fight and is not a permanent evolution.
- Helion's passive raises its final damage by 30% when it attacks without an elemental advantage, so a bad matchup costs it less than it would cost most Aniimo.
- Helion and Lunara have identical base stats (ATK 116, 514 total), the same Light element and the same role. Picking between them comes down to play style.
Helion is the starter for players who want to be in the middle of the fight. It is a close-range physical DPS, built for burst damage and aggressive combos, and it does nothing at range. Everything about playing it well follows from that.
This page covers how Helion's kit works in practice: the melee pressure, Holy Storm and its break value, the Soleon transformation, and the passive that keeps Helion useful in fights where the elements are against you. If you are still deciding between the two starters, there is a short answer near the end and a full comparison elsewhere on the site.
How Helion fights: pure melee, built for burst

Helion is entirely a melee attacker. It specialises in close-range physical combat, and its damage comes in bursts strung together through aggressive combos. You get the most from it by staying close and keeping the pressure on, not by poking from a distance.
There is a wrinkle in how the game labels it. Officially, Helion's role is DPS, not BREAK. In practice it plays as an aggressive melee attacker that also breaks enemy defence gauges. So treat it as a damage dealer that can open a defence on its own, rather than one that needs a dedicated breaker to set things up first.
Holy Storm and breaking defence gauges
Holy Storm is the skill that earns Helion its reputation for breaking. It is a spinning storm attack that pulls surrounding enemies toward its centre, and it carries a 150% break multiplier.
The pull matters as much as the number. Helion has no ranged option, so a skill that drags enemies in to it solves the problem of a spread-out group. Gather them, hit them together, and the break multiplier works on everything caught in the storm. Once a gauge breaks, Helion's burst combos are what follow up.
150%
Holy Storm break multiplier
Soleon: a combat transformation, not a Helion evolution
Every starter Aniimo has its own unique combat transformation form. Helion's is Soleon.
If you are looking for a Helion evolution, this is the point to get clear on. Soleon is not one. A starter transformation gives a temporary boost to combat power, and Helion goes back to its normal form afterwards. Think of Soleon as something you bring out during a fight when you want extra power, not as a permanent step up in Helion's growth.
The 30% passive and why Helion stays useful
Helion is a Light element Aniimo; the game also calls the element Holy. Its passive increases its final damage by 30% when it attacks without an elemental advantage.
That passive is what makes Helion reliable. Most of the time you will not have the perfect matchup, and Helion is built to hit hard anyway. It is a big part of why the starters stay viable for the whole game: Helion can be your main DPS through the entire story and still handles mid-game, late-game and week-one endgame content.
30%
Final damage bonus without elemental advantage
Helion vs Lunara, in one paragraph

Is Helion or Lunara better? Neither. The two starters share the same Light element, identical base stats in every category (ATK 116, 514 total), the same 30% final-damage bonus and the same combat role. Neither has an elemental weakness the other avoids. They differ only in play style and appearance. Lunara plays safer at longer range without losing DPS for it, while Helion trades that safety for close-range burst. The full comparison is in this site's guide to choosing a starter.
Helion
- Pure melee, close range physical attacks
- Built for burst damage and aggressive combos
- ATK 116 and 514 total base stats
- Light element DPS with a 30% final damage passive
Lunara
- Safer play pattern
- Longer range attacks with no loss of DPS
- ATK 116 and 514 total base stats
- Light element DPS with a 30% final damage passive
Where to start
Play Helion up close. Open with Holy Storm to gather enemies and break their defence gauges, follow with burst combos, and bring out Soleon when you need extra power for the moment, knowing it wears off. Don't swap Helion out over a bad elemental matchup either. Its passive is built for exactly those fights, and it holds up as a main DPS from the story through week-one endgame.
Most of this page was re-checked against the released game on 4 October 2026. The rest has not been re-confirmed since release.

