Gleaming Admonition
[Single Target]Deals Imaginary DMG equal to 140% of Sunday’s ATK to one designated enemy.
“There’s always a paradise that needs to be built. That vow is like the sun in the sky. Perhaps I’ll melt and fall before reaching it… But some hardships I must endure.”
Sunday is a support character who can immediately advance the action of an ally and that ally’s summon. On top of that, Sunday can heal a chosen ally for a percentage of their HP while raising the DMG, CRIT Rate, and CRIT DMG of both that ally and their summon.
S1
A Grounded Ascent
Performance:
79.82%
This is the best Light Cone for Sunday at the moment, and it is completely ahead of every other option. It lets Sunday actually reach a 3 turn rotation while keeping his Ultimate buff up almost permanently. On top of that, it lets Sunday run a Skill Point positive playstyle, which gives the team much more breathing room on resources.
S3
But the Battle Isn't Over
This is a passable substitute for Sunday’s signature Light Cone, but overall it is quite a bit worse. It still provides extra buffing, Skill Points and Energy regeneration, but all at lower values, which makes Sunday depend far more on being attacked by enemies to reach a 3 turn rotation. In particular, compared to his signature, this Light Cone’s buff only lasts 1 turn, so it is clearly less effective on summon based characters, the very group Sunday specializes in supporting.
s5
Past and Future
This is a much weaker version of But the Battle Isn’t Over, and it has the same problem of a buff that only lasts 1 turn. On top of that, this Light Cone provides no Energy regeneration or Skill Points, which makes it hard for Sunday to reach a 3 turn Ultimate rotation while using it.
s5
Dance! Dance! Dance!
This is a situational limited 4 star Light Cone, and overall it is weaker than the alternatives because it gives Sunday no Energy regeneration. That makes keeping his Ultimate up harder, unless you get lucky with a lot of enemy attacks to refund Energy.
Triggering its effect is also awkward to time: you will normally have enough Energy for your Ultimate after using your Skill, which means the main DPS acts immediately, wasting the Action Advance from the Ultimate. If you wait and use the Ultimate after the DPS turn, you lose a turn of CRIT buff from Sunday’s Ultimate.
s1
Earthly Escapade
Sunday has 2 main SPD builds, and of those -1 SPD is the strongest and most consistent choice for most teams.
Slow Sunday, -1 SPD (recommended)
Sunday should have exactly 1 point less SPD than the DPS (counting in combat buffs). With this setup the DPS acts first, then Sunday uses his Skill to Action Advance by 100%, giving the DPS another turn immediately. This mechanic lets the DPS take double turns, while sharply increasing damage and summon efficiency.
A common setup:
Fast Sunday
Sunday is built for maximum SPD, while the DPS can ignore SPD entirely and put every stat into damage. Although this makes the DPS easier to build, this approach yields fewer turns than the -1 SPD setup and demands heavy investment, so it only suits certain teams.
>>> Prioritize -1 SPD if you can fine tune your stats.
Sunday’s Ultimate scales directly off CRIT. At max level, the target receives 30% of Sunday’s CRIT plus a fixed 12%.
Every 10% CRIT on Sunday gives the DPS an extra 3% CRIT, which makes it a very important stat once SPD is already optimized.
Sunday needs to reach a 3 turn rotation to keep his Ultimate buff up continuously, which makes Energy Regeneration a key stat.
Deals Imaginary DMG equal to 140% of Sunday’s ATK to one designated enemy.
Enables one designated ally character and their summon to immediately take action, and increases their DMG dealt by 38%. If the target has a summon, then the DMG Boost effect is further boosted by an additional 63%, lasting for 2 turn(s).
After using Skill on The Beatified, recovers 1 Skill Point.
When Sunday uses this ability on characters following the Path of Harmony, cannot trigger the “immediate action” effect.
Regenerates Energy by 20.0% of Max Energy for one designated ally character, and turns the target and their summon into “The Beatified.” “The Beatified” have their CRIT DMG increased by an amount equal to 39.0% of Sunday’s CRIT DMG plus 14.0%.
At the start of Sunday’s every turn, the duration of “The Beatified” decreases by 1 turn, lasting for a total of 3 turn(s). And it only takes effect on the most recent target of the Ultimate (excluding Sunday himself). When Sunday is knocked down, “The Beatified” will also be dispelled.
When using Skill, increases the target’s CRIT Rate by 25.0%, lasting for 3 turn(s).
After this Technique is used, the first time Sunday uses an ability on an ally target in the next battle, the target’s DMG dealt increases by 50%, lasting for 2 turn(s).
When Sunday uses Skill, the target character can ignore 16% of enemy target’s DEF to deal DMG and their summon can ignore 40% of enemy target’s DEF to deal DMG, lasting for 2 turn(s).
After the first use of Ultimate, recovers 2 Skill Point(s). The DMG dealt by “The Beatified” increases by 30%.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
When the turn starts, regenerates 8 Energy.
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
The Talent’s CRIT Rate boost effect becomes stackable up to 3 time(s), and the Talent’s duration increases by 1 turn(s). When Sunday uses Ultimate, can also apply the Talent’s CRIT Rate boost effect to the target. When the Talent’s CRIT Rate boost takes effect and the target’s CRIT Rate exceeds 100%, every 1% of excess CRIT Rate increases CRIT DMG by 2%.