Understand Arrows
Useful when…
- Early-battle damage on a Hunt wearer
- A short-term option while building toward a higher-rarity Light Cone
What does Arrows do?
At the start of battle, Arrows increases the wearer’s CRIT Rate for 3 turns. The bonus ranges from 12% at Superimposition 1 to 24% at Superimposition 5. Its effect is time-limited, so it is most useful when the wearer can make meaningful attacks during those opening turns.
When should I consider it?
Use it when an early CRIT Rate boost helps a Hunt character and you do not have a more suitable option available. Its fixed opening duration does not depend on defeating an enemy, unlike Adversarial, whose Speed bonus requires the wearer to defeat an enemy. The five-star alternatives have different effects and rarity: Cruising in the Stellar Sea provides CRIT Rate and a conditional ATK boost after a kill, while Baptism of Pure Thought offers CRIT DMG and effects tied to debuffs, Ultimate use, and follow-up attacks. These comparisons describe their conditions, not a universal ranking.
What should I improve first?
Promotion raises the Light Cone’s level cap, while superimposition improves its skill. If Arrows is a temporary or early option, prioritize promotion only as far as needed for your current progression. Superimposition raises the opening CRIT Rate bonus, but each step consumes one additional Arrows copy; weigh that improvement against saving duplicate copies for another wearer.
What should I avoid assuming?
The CRIT Rate increase lasts only 3 turns; it is not a permanent battle-long bonus. Superimposition increases the bonus amount, not its duration. Arrows is a Hunt Light Cone, so it is intended for Hunt characters. Its listed progression includes both promotion and superimposition, which are separate investments.
Limitations and tradeoffs
- The CRIT Rate bonus is substantial for its opening window but expires after 3 turns.
- Improving the skill consumes duplicate copies, which may be more valuable if retained for another wearer.
Common mistakes to avoid
- Expecting the CRIT Rate bonus to continue beyond its first 3 turns.
- Treating superimposition as a duration increase; it raises only the CRIT Rate amount.
- Spending every duplicate copy without considering the cost of improving another Light Cone or equipping a second wearer.






