Foreword

Since you can only get 1 Light Cone per Battle Pass, the choice you do is a pretty important one. Also, considering the fact that it will take 5 months to actually superimpose the Light Cone to maximum level, you should consider picking multiple base versions first - as this will allow you to actually make use of them earlier.

Abundance

Warmth Shortens Cold Nights

Warmth Shortens Cold Nights

Rarity: 4

Path: Abundance

Increases the wearer's Max HP by 16/20/24/28/32%. When using Basic ATK or Skill, restores all allies' HP by an amount equal to 2/2.5/3/3.5/4% of their respective Max HP.

HP
HP
+1058
ATK
ATK
+370
DEF
DEF
+396

The Abundance Light Cones can be split into two categories:

  • Healing focused - they buff the healing output,
  • Support focused - they help the Healer's allies in various ways.

While there are a few Light Cones that are hybrids, majority of them fits into one of the two categories.

Warmth Shortens Cold Nights is a Light Cone belonging to first category. It increases the Max HP of the Healer, which translates to increased survivability but also increased Healing (since it's based on their max HP), but on top of that, every time the Healer uses their Basic ATK, all allies will be healed based on their Max HP.

Sadly, while the healing on Basic ATK looks great on paper, as you want your Healers to actually use their Basic ATK a lot, there's two huge issue with it. First of all, it doesn't improve the healing output of the character skills and furthermore it lacks utility the other Cones can provide.

This makes this cone an inferior option compared to other Cones that provide either more Healing or more utility.

Hunt

Return to Darkness

Return to Darkness

Rarity: 4

Path: Hunt

Increases the wearer's CRIT Rate by 12/15/18/21/24%. After a CRIT Hit, there is a 16/20/24/28/32% fixed chance to dispel 1 buff on the target enemy. This effect can only trigger once per attack.

HP
HP
+846
ATK
ATK
+529
DEF
DEF
+330

The Return to Darkness Light Cone is an interesting one among the currently available Hunt Light Cones, because it exchanges the raw damage boost for utility. There aren't that many sources of dispel in the game (dispel = removing buffs from the enemy) and Return to Darkness gives you the ability to do that. But at a cost, obviously.

While in the majority of battles, you will prefer to use Light Cones that improve your character damage output as you want to kill things as fast as possible and you're simply losing too much to make it worth using - even at S5.

Check the comparison below to see the difference in the damage based on Dan Heng simulation (same rules as in our DPS Ranking):

Hunt Cones damage comparison

In the Night (S1)

345,563 dmg100%

Sleep Like the Dead (S1)

295,640 dmg85.55%

Swordplay (S1)

287,061 dmg83.07%

Cruising in the Stellar Sea (S5)

284,002 dmg82.19%

River Flows in Spring (S5)

277,179 dmg80.21%

Only Silence Remains (S1)

269,225 dmg77.91%

Return to Darkness (S1)

263,861 dmg76.36%

Preservation

This Is Me!

This Is Me!

Rarity: 4

Path: Preservation

Increases the wearer's DEF by 16/20/24/28/32%. Increases the DMG of the wearer when they use their Ultimate by 60/75/90/105/120% of the wearer's DEF. This effect only apply 1 time per enemy target.

HP
HP
+846
ATK
ATK
+370
DEF
DEF
+529

The This is Me! Light Cone stands out from the other Preservation ones. While they are mostly focusing on either Shielding or Control, This is Me instead improves the character's damage.

The Light Cone basically adds a new instance of damage that is based on the character's DEF, but keep in mind that Ultimates that affect allies (like Gepard's Ultimate), won't benefit from it. Though it would be funny if it did - Gepard the team killer. But kidding aside, even if March 7th and Fire MC can benefit from the Light Cone, the other options available to them are simply much stronger - even if the Cone also gives some DEF%.

Maybe in the future there will be a Preservation character released that focuses mostly on doing damage, but till then it's hard to make use of this Light Cone.

Harmony

Carve the Moon, Weave the Clouds

Carve the Moon, Weave the Clouds

Rarity: 4

Path: Harmony

At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 10/12.5/15/17.5/20%, all allies' CRIT DMG increases by 12/15/18/21/24%, or all allies' Energy Regeneration Rate increases by 6/7.5/9/10.5/12%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.

HP
HP
+952
ATK
ATK
+476
DEF
DEF
+330

Carve the Moon, Weave the Clouds Light Cone gives a random buff each time the wearer turns start - while 2 of the buff are offensive, one of utility based. Overall while the offensive buffs are decent and everyone can benefit from them, the utility one - which gives Energy Regen - requires a lot of investment to affect a character's rotations and the value available on the cone isn't big enough to do it by itself.

Furthermore, Harmony characters have a lot of great Light Cones that simply offer more AND are more consistent at the same time. So it's really hard to justify using this Light Cone over other options.

Nihility

We Will Meet Again

We Will Meet Again

Rarity: 4

Path: Nihility

After the wearer uses Basic ATK or Skill, the wearer deals 48/60/72/84/96% of ATK as additional DMG to a random enemy that is attacked by abilities.

HP
HP
+846
ATK
ATK
+529
DEF
DEF
+330

The We Will Meet Again Light Cone was a true wildcard when the game released, but now that we managed to test it properly, it's sadly not that good. Other Nihility options simply offer more damage and more consistency, so it's hard to justify using this Light Cone over for example Fermata or Good Night, Sleep well.

Destruction

Nowhere to Run

Nowhere to Run

Rarity: 4

Path: Destruction

Increases the wearer's ATK by 24/30/36/42/48%. Whenever the wearer defeats an enemy, they restore HP equal to 12/15/18/21/24% of their ATK.

HP
HP
+952
ATK
ATK
+529
DEF
DEF
+264

The Nowhere to Run Light Cone on top of giving a decent ATK boost also has some utility attached to it in the form of self-healing triggered on kill - which also scales of the character ATK.

Sadly, Fall of the Aeon exist and it simply outperforms this Light Cone damage wise and the self-healing part isn't needed on DPS characters - healers are enough to keep the team healthy, so you can focus on improving the damage output of your DPS without any issues.

Erudition

Today Is Another Peaceful Day

Today Is Another Peaceful Day

Rarity: 4

Path: Erudition

After entering battle, increases the wearer's DMG based on their Max Energy. DMG increases by 0.2/0.25/0.3/0.35/0.4% per point of Energy, up to 160 Energy.

HP
HP
+846
ATK
ATK
+529
DEF
DEF
+330

The Today Is Another Peaceful Day Light Cone is a pretty unique one as it increases the damage the character deals based on their max Energy - which is equal to their Ultimate cost. The higher the cost, the bigger the benefit.

For many Erudtion characters it actually is their Best in Slot (or in top 3) and often it can even reach the numbers provided by some Erudition signature Light Cones, making it the best Cone available in the Battle Pass.

Which Light Cone to pick?

Overall from the seven available Cones, there's one who is the clear winner and will serve you well:

  • Today Is Another Peaceful Day (Erudition) - this Light Cone is one of the strongest in the Erudition category, so if you use the characters from this path, you will for sure not regret picking it.

The rest of the Battle Pass Light Cones simply are outshone by 4-star or free 5-star Light Cones, so it's not worth investing into them.