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Starter passive traits: Solar Grace and Lunar Power

Helion powers his abilities by counting basic attacks. Lunara does the reverse: her abilities power her basic attacks, and her passive adds 30% final damage when you lack elemental advantage.

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The short version

  1. Lunara's passive raises her final damage by 30% when she attacks without an elemental advantage, so she keeps hitting hard in matchups where your element does nothing for you.
  2. Using an ability with Lunara grants four moon marks, and each one empowers a following regular attack.
  3. Every fourth basic attack from Helion grants Solar Halo, which enhances his next ability.
  4. Holy Storm is the ability to spend Solar Halo on: it groups enemies together and deals heavy break damage, and more of it when empowered.
  5. Both starters share the same elements and identical base stats, so the passive traits and kits are what actually separate them.

Your two starters share the same elements and have identical base stats in every category. That puts all the difference between them in their kits and passive traits, and the traits are more specific than the starter screen lets on.

The short version: Helion builds up from basic attacks toward a stronger ability. Lunara works the other way round. She uses an ability to strengthen the basic attacks that follow it, and her passive adds damage in exactly the fights where your element gives you no help.

This page covers how each of those mechanics works. If you are still choosing between the two, "Helion or Lunara: Choosing a Starter" makes that case. This page is about what happens once the choice is made.

The 30% bonus when you lack elemental advantage

Lunara
Lunara

Lunara's passive trait increases her final damage by 30% when she attacks without an elemental advantage. Note the condition. The bonus does not turn on when you are favoured. It turns on when you are not, so it covers the neutral matchups where most creatures simply deal ordinary damage.

The game also describes this 30% bonus as the starter Aniimo's passive in general, not as Lunara's alone. Whether Helion gets the same bonus is not settled, so do not plan a Helion team around it until you have confirmed it on your own starter.

Lunara also lowers enemy resistance to Holy attacks (the element is also called Light). Put that together with the passive and her damage covers both cases: the resistance cut helps Holy hits land properly, and the 30% helps when the element matchup does nothing for you.

30%

Final damage without elemental advantage

The starter passive raises final damage by 30% when attacking without an elemental advantage, so it still hits hard in matchups that favour neither side.

Lunara's moon marks and why she rarely needs to retreat

Each time you use an ability with Lunara she gains four moon marks. Those marks empower the regular attacks that follow. So the loop is: ability first, then a run of strengthened basic attacks while the marks last.

Spending those stacks also heals her. That self-sustain carries her through long fights and means you need to back off less often. It sits on top of her high recovery and bonus healing, both of which suit sustained combat.

In practice Lunara works best in fights you plan to stay in. Her damage loop and her healing run off the same stacks, so playing her normally keeps her topped up.

Helion's Solar Halo, every fourth attack

Helion
Helion

Helion works on a count. Every fourth basic attack grants the Solar Halo buff, and Solar Halo enhances his next ability. You spend three hits building and the fourth sets up something bigger.

Holy Storm is where that payoff goes. It pulls enemies together and deals heavy break damage, and it is at its strongest when Solar Halo empowers it. The rest of his kit supports the same pattern: a diving leap attack to close distance, a spinning area strike that drags nearby enemies toward its centre, and a buff to his own damage.

Sun-Kissed restores EP and enhances his other skills, which keeps the cycle going between Halo procs. In a fight Helion also has a combat transformation form, Soleon.

Two rhythms, one blessing

With identical stats, how the kits flow is the real difference. Helion turns basic attacks into a stronger ability. Lunara turns an ability into stronger basic attacks. Helion leans toward grouping enemies and breaking them. Lunara leans toward staying in the fight and outlasting it.

On top of the starters you can hold only one active blessing at a time, Sol or Lun, never both. The blessings are covered properly in "Day-One Priorities in Aniimo". For this page, just know that you cannot stack both of them in one setup.

Lunara or Helion

Lunara

  • Using an ability grants four moon marks that empower later regular attacks
  • Consuming stacks gives self sustain for extended fights
  • Reduces enemy resistance to Holy attacks
  • High recovery and bonus healing

Helion

  • Every fourth basic attack grants Solar Halo, enhancing the next ability
  • Holy Storm groups enemies and deals heavy break damage
  • Sun-Kissed restores EP and enhances other skills
  • Transforms into Soleon in combat

Why the starter names don't match everywhere

If the names you see differ from this page, that is because they are not settled. Lunara, Spirit of the Moon, is a Light-type Aniimo and also goes by Lunaris. She appears both as a fox and as a divine wolf. Her Sun counterpart is named Helion, Elion or Halcyon, Spirit of the Sun. The starters also show up as a lineup that includes Fenelon.

The mechanics on this page belong to the Moon starter and the Sun starter, whatever name your game shows for each.

Where to start

Playing Lunara: open with an ability, spend the four moon marks on basic attacks, and let the 30% passive and the healing carry you through neutral matchups. Playing Helion: count to four, save Solar Halo for Holy Storm, and use Sun-Kissed to keep the EP coming.

Most of this page was re-checked against the released game on 2 October 2026. The rest has not been re-confirmed since release.

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