Understand For Tomorrow's Journey
Useful when…
- A Harmony wearer who deals meaningful personal damage.
- A wearer who can make use of a one-turn damage increase after Ultimate use.
What are its effects?
At S1, it grants 16% ATK. After the wearer uses their Ultimate, their damage dealt rises by 18% for one turn. At S5, those values are 32% ATK and 30% increased damage dealt. The Ultimate starts the short damage window; the description does not grant a direct bonus to allies.
When do other Harmony Light Cones serve different needs?
A Grounded Ascent builds a damage bonus on an ally targeted by the wearer’s Skill or Ultimate and restores Energy, with a Skill Point recovery condition. But the Battle Isn’t Over grants Energy Regeneration Rate and can restore a Skill Point after an Ultimate used on an ally; its Skill also boosts the next ally who acts. Carve the Moon, Weave the Clouds grants one of three changing team bonuses at battle start and the wearer’s turn. These candidates have team-support effects or conditions that For Tomorrow’s Journey does not share.
How should it be improved?
Promotion advances the Light Cone through six stages. Superimposition raises ATK and the post-Ultimate damage bonus; each listed step consumes one Clockwork Inspiration Notebook. Prioritize promotion for level progression. Consider superimposition if its personal damage window is valuable enough to justify using those materials.
What should you keep in mind?
The extra damage lasts one turn after Ultimate use. It is a personal damage effect, so do not count it as an ally-wide buff or assume it is active throughout the battle.
Limitations and tradeoffs
- The damage bonus lasts only one turn after Ultimate use.
- The listed effect improves the wearer’s damage, not allies’ damage.
Common mistakes to avoid
- Reading the damage increase as a team buff.
- Ignoring that the bonus lasts one turn after Ultimate use.
- Choosing it for Skill Point or ally support effects that it does not provide.






