Long May Rainbows Adorn the Sky GUIDE
Understand Long May Rainbows Adorn the Sky
Useful when…
- A wearer whose memosprite attacks after the wearer uses Basic ATK, Skill, or Ultimate.
- A party that can tolerate repeated consumption of each ally's current HP.
How does the HP conversion work?
At S1 the wearer gains 18% SPD. When the wearer uses Basic ATK, Skill, or Ultimate, the Light Cone consumes 1% of each ally's current HP. After the memosprite's next attack, it deals one additional instance of damage equal to 2.5% of the total HP consumed, using the memosprite's damage type; the accumulated total then resets. S5 provides 30% SPD, consumes 2% of current HP, and converts 5% of the total consumed HP into that additional damage instance.
What does the memosprite skill add?
When the wearer's memosprite uses Memosprite Skill, all enemies take 18% more DMG for two turns at S1; at S5 this rises to 36%. Effects of the same type cannot stack. This is a separate trigger from the HP conversion, which begins with the wearer's Basic ATK, Skill, or Ultimate and resolves after the memosprite's next attack.
Fit and risk
The SPD bonus is straightforward, but the additional damage depends on the memosprite attacking after the wearer has spent an ability. The HP cost uses a percentage of each ally's current HP, so it recurs with current health rather than a fixed amount. Consider the party's ability to handle that cost before investing around the damage conversion.
Alternatives and copies
Fly Into a Pink Tomorrow gives CRIT DMG, with extra team and Enhanced Basic ATK bonuses for Trailblazer (Remembrance). Geniuses' Greetings gives ATK and an Ultimate-triggered Basic ATK boost to wearer and memosprite. Make Farewells More Beautiful grants Max HP, conditional DEF ignore after own-turn HP loss, and a limited action advance on memosprite disappearance. Promotion raises level; superimposition increases this cone's SPD, HP-consumption percentage, enemy damage-taken increase, and conversion ratio, at the cost of another copy per listed step.
Limitations and tradeoffs
- Each qualifying wearer action consumes a percentage of every ally's current HP.
- The additional damage requires the memosprite's next attack to occur after HP has been consumed.
Common mistakes to avoid
- Calculating the conversion from allies' Max HP; it consumes a percentage of their current HP.
- Expecting the extra damage before the memosprite's next attack or forgetting the accumulated HP total resets afterward.
Effects and reference details
Tolerant · Superimposition
The passive activates only on a wearer following Remembrance. Each additional rank uses a duplicate or its designated special material.
S1 Increases the wearer's SPD by 18%. When the wearer uses Basic ATK, Skill, or Ultimate, consumes all allies' HP equal to 1% of their current HP, and after the next attack of the wearer's memosprite, enables it to additionally deal 1 instance of Additional DMG equal to 250% of the total consumed HP to the attacked target, with the damage type based on the memosprite's type. Then, the total consumed HP is reset. When the wearer's memosprite uses Memosprite Skill, increases the DMG taken by all enemies by 18%, lasting for 2 turn(s). Effects of the same type cannot stack.
S2 Increases the wearer's SPD by 21%. When the wearer uses Basic ATK, Skill, or Ultimate, consumes all allies' HP equal to 1.25% of their current HP, and after the next attack of the wearer's memosprite, enables it to additionally deal 1 instance of Additional DMG equal to 312.5% of the total consumed HP to the attacked target, with the damage type based on the memosprite's type. Then, the total consumed HP is reset. When the wearer's memosprite uses Memosprite Skill, increases the DMG taken by all enemies by 22.5%, lasting for 2 turn(s). Effects of the same type cannot stack.
S3 Increases the wearer's SPD by 24%. When the wearer uses Basic ATK, Skill, or Ultimate, consumes all allies' HP equal to 1.5% of their current HP, and after the next attack of the wearer's memosprite, enables it to additionally deal 1 instance of Additional DMG equal to 375% of the total consumed HP to the attacked target, with the damage type based on the memosprite's type. Then, the total consumed HP is reset. When the wearer's memosprite uses Memosprite Skill, increases the DMG taken by all enemies by 27%, lasting for 2 turn(s). Effects of the same type cannot stack.
S4 Increases the wearer's SPD by 27%. When the wearer uses Basic ATK, Skill, or Ultimate, consumes all allies' HP equal to 1.75% of their current HP, and after the next attack of the wearer's memosprite, enables it to additionally deal 1 instance of Additional DMG equal to 437.5% of the total consumed HP to the attacked target, with the damage type based on the memosprite's type. Then, the total consumed HP is reset. When the wearer's memosprite uses Memosprite Skill, increases the DMG taken by all enemies by 31.5%, lasting for 2 turn(s). Effects of the same type cannot stack.
S5 Increases the wearer's SPD by 30%. When the wearer uses Basic ATK, Skill, or Ultimate, consumes all allies' HP equal to 2% of their current HP, and after the next attack of the wearer's memosprite, enables it to additionally deal 1 instance of Additional DMG equal to 500% of the total consumed HP to the attacked target, with the damage type based on the memosprite's type. Then, the total consumed HP is reset. When the wearer's memosprite uses Memosprite Skill, increases the DMG taken by all enemies by 36%, lasting for 2 turn(s). Effects of the same type cannot stack.