Final Victor GUIDE
Understand Final Victor
Useful when…
- A damage setup that benefits from ATK and can land several CRIT hits in one turn.
- A wearer with sufficient CRIT Rate to build Good Fortune reliably before their turn ends.
How do Good Fortune stacks work?
The wearer gains 12% ATK at S1, increasing to 20% at S5. Each CRIT hit on an enemy grants one Good Fortune stack, up to four. Each stack adds 8% CRIT DMG at S1, rising to 12% at S5. All stacks are removed at the end of the wearer’s turn, so the CRIT DMG is temporary rather than a persistent stat increase.
When should I use it?
Its value depends on the wearer landing CRIT hits within their turn: more CRIT hits can build more of the temporary CRIT DMG bonus, while a turn with no CRIT hit gets none of that bonus. Adversarial grants SPD only after defeating an enemy, and Arrows gives CRIT Rate only at the start of battle for three turns. Baptism of Pure Thought instead builds CRIT DMG against debuffed targets and has an Ultimate-triggered effect, so its conditions differ.
How should I invest?
Promotion improves the Light Cone’s level. Superimposition increases both the ATK bonus and the CRIT DMG gained per stack; it requires a duplicate copy for each step from S1 to S5. Consider raising it when the wearer reliably builds stacks and benefits from the resulting temporary CRIT DMG.
Limitations and tradeoffs
- The CRIT DMG bonus depends on landing CRIT hits.
- Stacks expire at the end of the wearer’s turn.
- Duplicates used for superimposition are no longer available as separate Light Cones.
Common mistakes to avoid
- Counting Good Fortune as a lasting CRIT DMG increase.
- Assuming a non-CRIT hit grants a stack.
- Overlooking that stacks reset at turn end.
Effects and reference details
Wager · Superimposition
The passive activates only on a wearer following The Hunt. Each additional rank uses a duplicate or its designated special material.
S1 Increases the wearer's ATK by 12%. When the wearer lands a CRIT hit on enemies, gains 1 stack of Good Fortune. This can stack up to 4 time(s). Every stack of Good Fortune increases the wearer's CRIT DMG by 8%. Good Fortune will be removed at the end of the wearer's turn.
S2 Increases the wearer's ATK by 14%. When the wearer lands a CRIT hit on enemies, gains 1 stack of Good Fortune. This can stack up to 4 time(s). Every stack of Good Fortune increases the wearer's CRIT DMG by 9%. Good Fortune will be removed at the end of the wearer's turn.
S3 Increases the wearer's ATK by 16%. When the wearer lands a CRIT hit on enemies, gains 1 stack of Good Fortune. This can stack up to 4 time(s). Every stack of Good Fortune increases the wearer's CRIT DMG by 10%. Good Fortune will be removed at the end of the wearer's turn.
S4 Increases the wearer's ATK by 18%. When the wearer lands a CRIT hit on enemies, gains 1 stack of Good Fortune. This can stack up to 4 time(s). Every stack of Good Fortune increases the wearer's CRIT DMG by 11%. Good Fortune will be removed at the end of the wearer's turn.
S5 Increases the wearer's ATK by 20%. When the wearer lands a CRIT hit on enemies, gains 1 stack of Good Fortune. This can stack up to 4 time(s). Every stack of Good Fortune increases the wearer's CRIT DMG by 12%. Good Fortune will be removed at the end of the wearer's turn.
References and version
Game data version: 4.6.0
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