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Lunara or Helion: Which Starter to Take

HolyDPS514 total stats

Updated 10/03/2026

Version 1.0.3629693

In short

We'd take Lunara for almost everyone. Both starters have the same 514 stats, but Lunara fights from range and heals itself, while Helion fights up close. The one you pass on can't be obtained today. In battle, each one's ultimate transforms it, and the new form deals 15% more damage until the fight ends.

  • Our pickLunara
  • Total stats, both starters514
  • The starter you pass onCan't be obtained today
  • UltimateTransforms, +15% damage

Line up Lunara’s stats against Helion’s and you won’t find a single point of difference. Both have 100 HP, 116 ATK, 64 BREAK, 72 P.DEF, 72 M.DEF, and 90 REGEN, for a total of 514. Both are Holy creatures in the DPS role, and part of their trait is the same. What sets them apart is distance. Lunara fights from range, and Helion fights up close.

You make the choice at the start of the story, and it’s final, because the starter you leave behind can’t be obtained today in any way. We’d take Lunara for almost everyone. It attacks from a distance, heals itself as it fights, and leaves marks that make every Holy attack on its targets hit harder, the team’s included. Helion is the better fit if you like to fight in close and play aggressively.

Can You Get the Other Starter Later?

Not today. Neither starter lives anywhere in the open world, and neither has an evolution line, so no other creature can be raised into the one you passed on. In the story, Dr. Lewis mentions an item called the Ancient Prism that might awaken the starter you didn’t choose. As of October 3, 2026, the Ancient Prism isn’t in the game.

What the Two Have in Common

Beyond the stats, they share an element, a role, and a mobility type. Both are Holy, the element their skill descriptions call Light, both are DPS, and both have Hustle mobility. Their traits are different, but one part of them is identical. Whenever they attack without an elemental advantage, their final damage goes up 30%.

That rule covers every matchup except the ones where Holy already has the edge, so both starters do well against almost anything. Against a creature weak to Holy, the bonus drops away, but the type advantage takes its place.

Their ultimates go a step further. Lunara’s ultimate, Selene’s Judgment, turns it into Fennelun, and Helion’s, Helios’ Judgment, turns it into Soleon. Once transformed, either one deals 15% more damage until the fight ends, and the new form doesn’t outlast it. Fennelun and Soleon exist only in battle, and neither starter evolves into them for good.

Lunara: Range, Marks, and Self-Healing

Lunara’s basic attack hits from a distance, and its trait, Lunar Power, makes those basic attacks count. After each skill or ultimate, Lunara gets four Silver Moon Marks. Every basic attack that lands spends one of them, deals 100% more damage, and restores 0.5% of Lunara’s HP.

Lumin Bolts, for 20 EP, is the skill that helps the rest of the team. It fires three projectiles at different targets, and each hit leaves a Fox Mark that lowers the target’s Holy resistance by 5%, stacking up to three times, for 10 seconds. While the marks last, every Holy hit on that target lands harder, whoever deals it.

Three more skills round out the kit. Moon-Washed costs 0 EP and recovers 20 EP, Lunar Eclipse spends 20 EP on heavy BREAK damage, and Moon Impact costs 15 EP. Selene’s Judgment, the ultimate, also hands Lunara four Silver Moon Marks.

Helion: Close Combat and the Solar Halo

Helion’s basic attack works at close range, and its trait, Solar Grace, rewards it for staying there. Every four basic attacks, it earns a Solar Halo, which powers up its next skill. Three of its skills get something extra from the Halo.

Holy Storm, for 20 EP, pulls enemies into the center and deals heavy BREAK damage, and with a Halo its last hit stuns them for one second. Holy Roar, for 10 EP, raises Helion’s Holy damage by 6% with each hit, up to three times, for 20 seconds, and with a Halo it applies all three stacks at once. Sun-Kissed costs 0 EP and recovers 20 EP, or 25 with a Halo.

The fourth skill depends on the ultimate. Helios’ Judgment gives Helion the Ring of the Golden Sun, and with the Ring, Light Bombardment, a 20 EP dive from above, hits 30% harder.

Why We’d Pick Lunara

Our tier list puts Lunara in S tier among DPS creatures. It’s the more complete of the two, a ranged attacker that heals itself and powers itself up. Its limit, which Helion shares, is in the trait. Against enemies weak to Holy, the 30% bonus doesn’t apply.

Helion sits in A tier. It’s as solid and self-sufficient as Lunara, but it has to fight in melee, and none of its mechanics stands out. If you’d rather be in the thick of every fight, take Helion anyway. The stats are identical, so the choice comes down to how you like to play.

Page log

  1. Updated for version 1.0.3629693.