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Helion combat: skills, combos and Soleon transformation
A combat breakdown of Helion: what its melee skills do, how the Solar Halo builds, and what Soleon actually changes.

The short version
- Helion is a close-range physical DPS, classified in game as DPS, built around burst damage and combos
- Its skills are a diving leap attack, a spinning area-of-effect strike that pulls nearby enemies toward its centre, and a self damage buff
- Its trait builds a Solar Halo through continuous attacks, which empowers its abilities
- Starter Helion also breaks enemy defence gauges, even though its official role classification is DPS rather than BREAK
- Soleon is Helion's combat transformation: a temporary power boost, not a permanent evolution
Helion is the starter you pick if you want to be in the enemy's face. It is a close-range physical DPS built for burst damage and aggressive combos, and everything about the kit assumes you are already standing next to the thing you are hitting.
That comes with a cost. A close-range damage dealer asks more of your positioning and timing than an Aniimo that can attack safely from a distance. You do not get to trade chip damage from the back line. You get in, you commit, and you need a reason to be there.
This page is about how Helion actually fights: the three skills, the Solar Halo its trait builds, and Soleon, the transformation form it drops into for a short window of extra power.

A DPS on the sheet, a gauge breaker in practice
Helion's official in-game role classification is DPS, not BREAK. That is worth knowing before you build around it, because it determines how the game labels and slots the unit.
In a fight, though, starter Helion plays as an aggressive melee attacker that also breaks enemy defence gauges. So the label undersells one half of what you are doing. You are on the front line pushing damage, and the same aggression is chewing through defence gauges while you do it.
The skill kit: leap, spin, buff
Three pieces, and they read as a sequence rather than a menu.
The diving leap attack is your way in. The spinning area-of-effect strike hits everything around Helion and pulls nearby enemies toward its centre, which means a loose group becomes a tight one standing exactly where your damage lands. The third piece is a buff to Helion's own damage, so the obvious shape is to buff, gather, and then keep swinging into a clumped pack.
None of this works from range. Every part of the kit is a reason to be standing in the middle of the fight.
Solar Halo rewards staying on the target
Helion's trait generates a Solar Halo through continuous attacks, and the Halo empowers its abilities.
Read the word continuous carefully, because it is the whole mechanic. The trait pays you for uninterrupted aggression, not for opening damage. Every time you disengage, reposition badly, or get knocked off a target, you are stepping away from the thing that makes your abilities hit harder.
That is where the positioning demand comes from. A ranged attacker can shuffle backwards and lose nothing. Helion loses its ramp.
Soleon is a transformation, not an evolution
Helion's combat transformation form is Soleon. If you came here searching for Helion evolution, this is the thing you are thinking of, and the distinction matters: starter transformations are a temporary combat power boost rather than a permanent evolution. Helion does not become Soleon and stay Soleon. It transforms, fights stronger for a window, and comes back.
Treat it as a cooldown you spend, the same way you would treat any other burst resource, and spend it when the fight is already going your way rather than as a rescue.
Helion or Lunara, in combat terms
Both starter Aniimo are Light element DPS units, and each starter possesses its own unique combat transformation form. So the choice is not elemental coverage and it is not access to a transformation. Both of those come either way.
What you are actually choosing is a playstyle. Helion is the one recommended for players who favour aggressive, combo-heavy melee combat: close range, constant pressure, a trait that pays for staying in contact. If that sounds like work rather than fun, the other starter is the better fit, and the full head to head has its own guide on this site.
Where to start
Pick Helion if you want to lead with your face. Buff, leap in, spin the pack together, and keep attacking so the Solar Halo stays up. Save Soleon for a window you can use rather than a mess you are trying to escape.
Most of this page was re-checked against the released game on 18 September 2026. The rest has not been re-confirmed since release.