Understand Quid Pro Quo
Useful when…
- An Abundance wearer who takes turns during combat and can provide recurring Energy.
- A team that can benefit from Energy being granted to an eligible ally at random.
Who receives Energy?
At the start of the wearer’s turn, the Light Cone chooses one ally other than the wearer whose current Energy is below 50% and regenerates Energy for that ally. The threshold is 50% at every listed superimposition. The amount is 8 Energy at S1 and 16 at S5. Because the eligible recipient is random, the wearer cannot direct the effect to a particular ally through the stated effect.
When is the random grant useful?
It can provide Energy repeatedly as the wearer begins turns, as long as an eligible ally is available. The exclusion of the wearer means it is team support rather than self-recharge. If several allies are below the threshold, the effect still selects randomly; if no ally qualifies, the stated condition for regeneration is not met. Consider it where that uncertainty is acceptable.
How should it be improved?
Promotion advances the Light Cone through stage 6. Superimposition raises the Energy granted from 8 to 16 while preserving the below-50% eligibility threshold and random recipient; each step consumes one S1 sacrifice copy. Duplicate investment is most relevant when the team regularly has an eligible ally and can use the larger random Energy grant.
How do other Abundance Light Cones differ?
Cornucopia increases the wearer’s Outgoing Healing after Skill or Ultimate use. Dream’s Montage grants SPD and can restore Energy after attacking Weakness Broken targets, subject to a per-turn trigger limit. Echoes of the Coffin restores Energy based on distinct enemy targets hit and grants all allies SPD after the wearer’s Ultimate. These effects use different triggers; Quid Pro Quo is distinctive here for randomly selecting an eligible ally other than the wearer.
Limitations and tradeoffs
- The wearer cannot receive the Energy from this effect.
- The recipient is random among eligible allies.
- Only allies below 50% Energy qualify.
Common mistakes to avoid
- Expecting the wearer to receive the Energy.
- Assuming the player can choose the recipient.
- Expecting a grant when all other allies are at or above 50% Energy.






