Understand Night on the Milky Way
Useful when…
- Multi-enemy combat where several foes remain on the field.
- Encounters where the wearer can contribute to Weakness Break and use the one-turn damage bonus.
How do its effects work?
At S1, each enemy on the field adds 9% ATK, with a cap of five stacks; the passive therefore counts up to five enemies. When an enemy is inflicted with Weakness Break, the wearer's damage increases by 30% for 1 turn. Higher superimpositions raise these values, reaching 15% ATK per enemy and 50% damage at S5. The damage increase is tied to a Weakness Break event, not merely an enemy already being broken.
When should you consider it?
The enemy-count ATK bonus makes this more attractive in multi-target encounters and less consistent against a lone foe. Its second effect rewards a wearer who can help cause Weakness Break, but the bonus lasts only 1 turn. A Dream Scented in Wheat instead supplies CRIT Rate and boosts Ultimate and Follow-Up ATK damage. After the Charmony Fall focuses on Break Effect and grants SPD after Ultimate.
How should you invest?
Promotion advances the Light Cone through six stages and raises its base stats. Superimposition improves the enemy-based ATK and Break-triggered damage, but the shown steps consume another copy of Night on the Milky Way. Promotion is the direct investment when you need levels; weigh superimposition against keeping duplicate copies available for other uses.
Limitations and tradeoffs
- Its ATK bonus scales with enemies present and is capped at five stacks.
- The damage bonus requires a Weakness Break event and lasts 1 turn.
- Superimposition consumes duplicate copies.
Common mistakes to avoid
- Do not treat the five ATK stacks as five turns; they count enemies on the field.
- Do not expect the Weakness Break damage bonus to persist beyond its stated 1 turn.






