To learn more about The Lumiwarden Diting check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about The Lumiwarden Diting check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
12701
9501 + 3200
1414
1011 + 403
1064
763 + 301
140
125 + 15
0%
10% + 0%
0%
150% + 0%
32%
0% + 32%
12%
0% + 12%
The Lumiwarden Diting skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Gleamwaker
Cooldown: -
Tags: Single DMG, CD+
Attack! The Lumiwarden Diting charges forward, dealing damage equal to 360% of his own DEF to a single enemy, with a 25% chance to extend all Animus Skill CDs by 1 turn(s).
Gleamwaker: Reduces Turn Meter reduction effects on all allies by 80%.
Level 2: Increases the rate of additional DMG Dealt based on own DEF to 330%
Level 3: Increases the chance of increasing Animus Skill CD to 25%
Level 4: Increases the rate of additional DMG Dealt based on own DEF to 360%
Level 5: Increases the effect of Turn Meter- reduction
Voltaic Shear
Cooldown: 4
Tags: Single Ctrl, Turn Meter-, Taunt
The thunder of judgment spares no sin. The Lumiwarden Diting deals 3 hit(s) of damage equal to 160% of his own DEF to a single enemy, each hit with a 30% chance to decrease the target's Turn Meter by 35% and inflict a 2-turn [Taunt].
Level 2: Increases the rate of additional DMG Dealt based on own DEF to 150%
Level 3: Increases the effect of Turn Meter- to 35%
Level 4: Increases the rate of additional DMG Dealt based on own DEF to 160%
Level 5: Increases [Taunt] duration to 2 turn(s)
[Taunt]: Automatically casts 1 skill(s) on the taunting enemy and cannot take any other action.
Retribution
Cooldown: 4
Tags: Slow, Torpor, Block
This is the final reckoning! The Lumiwarden Diting deals 2 hit(s) of damage equal to 170% of his own DEF to all enemies, each hit with a 50% chance to inflict a 2-turn [SPD-] and [Torpor], while applying [Sanctiim] to all allies for 3 turn(s).
Level 2: Increases the rate of additional DMG Dealt based on own DEF to 170%
Level 3: Increases the damage reduction of [Sanctiim] to 110% of DEF
Level 4: Increases the chance of inflicting [SPD-] and [Torpor] to 50%
Level 5: Reduces Skill CD by 1 turn(s)
[SPD-]: Decreases SPD by 30%.
[Torpor]: Unable to gain Turn Meter+ effects.
[Sanctiim]: Each time damage is taken, blocks damage equal to 110% of The Lumiwarden Diting's DEF, reducing damage taken to a minimum of 20% of the original damage.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
The Lumiwarden Diting, or Lumi Diting as we’ll call him throughout this review, is a Reason Affinity Animus who mixes DEF-based damage, Control, and teamwide protection all in one specialized kit.
Lumi Diting’s S1 has both an active and a passive effect, the active being a very interesting ST attack that hits for up to 360% of his DEF, and with up to a 25% chance to extend the targeted Animus’ Skills CDs by 1 turn.
The second part of the Skill, Gleamwalker, passively weakens any effect that reduces your own team’s Turn meter by up to 80%, making them barely noticeable.
Designed to counter Turn meter reduction-based control while regularly hindering the enemy’s skill rotation, Lumi diting’s S1 has a high priority for it to truly shine within its niche.
S2 is an ST Control ability with good damage, hitting 3 times for up to 160% DEF-based damage each time, and with every hit having a base 30% chance to both decrease the target’s Turn Meter by up to 35% and inflict them with [Taunt] for up to 2 turns.
Being powerful in all of its applications, this Skill has a high priority at least til you reach level 3, but level 5 is also interesting if you heavily rely on the Taunt. Otherwise, if you know the Taunt won’t be too useful for your game plan, level l3-4 are good stopping points.
Lumi Diting’s S3, Retribution, is a 2-hit AoE that deals up to 170% of Diting’s DEF as damage to all enemies, with each hit capable of inflicting [SPD-] and [Torpor] for 2 turns, while also applying the [Sanctilin] Buff to all allies for three turns.
Torpor is a Debuff that prevents the inflicted Animus from gaining any extra Turn Meter from Turn Meter+ effects, while Sanctilin is a peculiar form of Damage reduction: every instance of Damage taken by an Animus with Sanctilin on them is mitigated, based on Lumi Diting’s current DEF. The damage can be reduced by up to 80% in this manner.
With its ability to shut down multi-hit attacks with low multipliers, and the crippling Debuffs it can inflict, leveling S3 is by far the highest priority for Lumi Diting, with level 5 being the goal to improve the uptime of the Skill’s effects.
In PVE, it’s hard to see Lumi Diting perform all too well. His ability to play around Turn Meter and SPD- is good, and Sanctilin will see good value in general, especially for newer players struggling to survive the high damage output during the initial progression. On the other hand, the Turn Meter prevention and Skill CD extension won’t get that much relevance outside of specific fights.
He’ll remain useful in a fair bit of encounters thanks to his mix of heavy Debuffing capabilities and protection, but other options like Viper, Plume, Kloss, etc, are readily available and offer more ‘bang for your buck’ when it comes to PVE Debuffing, making him more situational overall.
It’s another story in PVP, however, where Lumi Diting’s kit shines from its wide range of utility. When properly drafted, Sanctilin alone can already make him a solid team protector and sometimes outright win you games, but when paired with his multiple Debuffs, Turn Meter protection, and the occasional but very annoying CD extension, Lumi Diting is a worthwhile addition to any box.
His greatest downside is the removable nature of Sanctilin; however, as the Buff doesn’t benefit from any protection to Block, Steal, or any kind of Dispel. Without Sanctilin, Lumi Diting’s abilities to protect his team are dramatically diminished. It’s also good to know that Sanctilin’s damage reduction is impacted in real time by any DEF+/- applied to Lumi Diting, even after the Buff has been applied to the team.
All in all, Lumi Diting is a specialized Animus who excels in the right strategies, but can otherwise struggle when compared to the already established staples of Debuffing/Supporting, especially in PVE. By design, his kit makes him highly dependent on the meta, but if one sentence could sum him up, it would be: “He’s not always good, but when he is, he’s really damn good.”
Sanctilin offers amazing mitigation.
SPD- and Turn Meter reduction are staples in most game modes.
Passively protects the team from Turn Meter reduction.
Taunt is good, especially with counterattacks in mind.
Sanctilin can be Dispelled/Stolen.
DEF- impacts both his damage and his team protection.
Not as much damage output as other DEF scalers.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
For some DPS characters, we're showing two set of numbers. The top one on shows the performance in single-target scenario and the bottom on blue background in AoE scenario (4 targets). If there's just one number, it means the character only has single-target capability.
1
Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.
Cannot stack with similar effects applied by other Shells.
Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.
Artisan is both offensive and defensive BIS shell for TL Diting in PVE, due to the huge flat DEF buff that it gives and the huge shield, that can help with the dmg mitigation of the team.
Best Module Sets:
2
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
A speed-based alternative for DPS characters to use instead of the mostly pure damage setups offered by Striker shells. Deals a large hit of damage, grants a 25% gauge boost, and offers the wearer the [SPD+] boost with 100% uptime on use. The downside of using this shell on DPS is that the matrixes are mostly support-focused, leading to suboptimal 12/8/6 set-ups or causing you to break sets and run 12P Swiftrush and an 8P set of your choice. Despite this downside, it can still be some characters’ top option. As with all speed-based sets on DPS, in teams that have gauge boosts for the DPS, it will lose value. Also, loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
You can opt to use Jackal Guard instead if you need to cycle his skills faster, but it will come at the cost of supportive abilities Artisan provides.
Best Module Sets:
3
After the original takes action, has a 100% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
An option for longer fights if you need to get access to his skills faster.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
1
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
A speed-based alternative for DPS characters to use instead of the mostly pure damage setups offered by Striker shells. Deals a large hit of damage, grants a 25% gauge boost, and offers the wearer the [SPD+] boost with 100% uptime on use. The downside of using this shell on DPS is that the matrixes are mostly support-focused, leading to suboptimal 12/8/6 set-ups or causing you to break sets and run 12P Swiftrush and an 8P set of your choice. Despite this downside, it can still be some characters’ top option. As with all speed-based sets on DPS, in teams that have gauge boosts for the DPS, it will lose value. Also, loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
Diting looks for good tools to cycle his buffs and provide more damage, and as there is not any other option that does it nearly aswell as Jackal Guard also the matrixes you are looking for, making it the first choice.
Best Module Sets:
2
Before the owner takes action, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 50% in the current turn.
A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.
An alternative option if you want to focus more on the debuffs TL Diting provides, but keep in mind that it is vastly worse pick than Jackal Guard in most cases.
Best Module Sets:
3
Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.
Cannot stack with similar effects applied by other Shells.
Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.
More defensive option that helps both TL Diting and his team survive longer, but at the cost of slower cycling and speed.
Best Module Sets:
SPD (Until Desired) > DEF% > Effect ACC > Flat DEF
The Lumiwarden Diting has three main stats and one conditional stats to pay attention to across gear for PVE:
The skill leveling priority changes based on where you're using Diting - in PVP, S1 is the most important stat while in PVE it has lowest priority for example. For PVE uses, you can just level his S3 and leave the rest as it's enough to make him work.
The Lumiwarden Diting synergies aren't available yet. They will be added soon!
Teams
The Lumiwarden Diting teams aren't available yet. They will be added soon.
Copyright © 2025 Prydwen.gg