Archmage Lune

Overview

Lun is Expedition 33’s elemental arch-mage and arguably the most versatile character in the game. Her entire kit revolves around Stains—elemental imprints left by her skills that empower subsequent spells. Crucially, Light stains are wildcards that can count as any element, letting you smooth out rotations. If you try to play Lun as a single-element caster, her damage falls off a cliff; she shines when she cycles Fire, Ice, Lightning, and Earth to meet stain requirements and unlock huge amplifiers.

Built as a nuker, Lun delivers the game’s most reliable multi-hit bursts in Acts 1–2 thanks to Lightning Dance, which can hit the damage cap repeatedly and effectively bypass it. She also brings top-tier AOE with Wildfire and Elemental Genesis, turn-order manipulation via Ice Lance, and reliable Break support through Earth tools. In Act 3, Verso and Mel can overtake her in raw ceiling, but Lun stays elite with Krumm (her signature endgame weapon) and the right Pictos—most notably Cheater and Painted Power—which supercharge her AP economy and rotation speed.

If you want a character who can be your hyper-carry early, pivot into flexible AOE control mid, and still hang at the very top late—Lun is the glue of any composition.

Act 1 & 2

Your core loop is simple, fast, and brutally effective:

  1. Wildfire → 2) Thermal Transfer → 3) Lightning Dance
  • Wildfire opens with full-team AOE, applies Burn, and creates Fire (often Light) stains.
  • Thermal Transfer refunds AP on Burning targets and can grant a bonus turn—this bridges your AP into Lightning Dance.
  • Lightning Dance is the finisher. Make sure you’ve fed it Fire stains first; with proper setup it will hit the per-strike cap multiple times.

Keep Ice Lance in your pocket early if you prefer turn manipulation over AP refunding; otherwise, use Thermal Transfer until your gear/Pictos solve AP. For tougher enemies, slot Crystal Crush to push Break and to inject Earth stains your early rotation lacks. For tanky packs, build toward Elemental Genesis (needs one stain of each element) instead of Lightning Dance; it’s your “delete the room” button.

Party tips: Pair Lun with Seel early. Wildfire into Seel’s Searing Bond is a fight-ender, and Seel’s kit can double Lun’s damage, refill AP, or pass turns back to her.

Leveling

Level

Spell/Passive

1

Counterblow

2

Downfall

3

Focus Retaliation

4

Shield Volley

5

Focus Retaliation

6

Titan Stomp

7

Bulwark

8

Return to Sender

9

10

11

12

13

14

15

16

17

Act 1 & 2 Pictos

Picto

Details

At Death’s Door

Provides +15% bonus damage and additional status effects

2

More then doubles your damage at the cost of additional mana

3

Additional fire damage and mana resource

4

Provides +30% damage from having all blast abilities and refunds 25% of mana cost on impact

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

Weapons

Item

Details

Weapon 1

Spellbound Longsword

Location

Provides +15% bonus damage and additional status effects

Weapon 2

Emberborn Shard

Location

More then doubles your damage at the cost of additional mana

Weapon 3

Captain’s Heater

Location

Additional fire damage and mana resource

Weapons Overview

Early/Mid: Lighter Rune

  • Scales with Agility (your best stat) and buffs Wildfire while reducing its cost. Perfect for the early three-step combo and stain flow.

Late/Endgame: Krumm (her best-in-slot)

  • Also Agility-scaling and adds Electricity (rarely resisted).
  • Rotating Elements: up to +80% damage for not repeating elements; you’ll naturally sit around +40% because you rotate.
  • Two random stains when empty: turbocharges your opening turns and lets you build toward Genesis/Dance immediately.
  • +1 AP per stain consumed: solves Lun’s AP for good; combined with Cheater and First Strike, she can take multiple actions before enemies move.
    Krumm alone keeps Lun competitive with Verso/Mel well into Act 3 and enables the flexible “read the board, cast anything” playstyle.

Attributes: Rush Agility to 99, then Vitality (Krumm’s secondary scaling), then Might. Raise Crit Chance via Luminos and gear rather than hard-investing in Luck. Defense investment is low value late—most threats can one-shot regardless.

Final Pictos

Picto

Details

At Death’s Door

Provides +15% bonus damage and additional status effects

2

More then doubles your damage at the cost of additional mana

3

Additional fire damage and mana resource

4

Provides +30% damage from having all blast abilities and refunds 25% of mana cost on impact

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

Pictos Overview

?

How to Play

Vitality

Might

Luck

Defense

Agility

3

0

0

3

1

By Act 3, Lun transitions into a true battlefield conductor. At this stage, you’ll drop Thermal Transfer entirely since AP is no longer a concern once you have Cheater and the right gear. In its place, Ice Lance becomes your staple utility spell, offering both meaningful damage and slows that let you manipulate turn order. At the same time, Crystal Crush should give way to Terraquake, which delivers more reliable Break pressure and supplies the Earth stains your rotation depends on.

Her core identity doesn’t change: you are still building toward Lightning Dance for bosses or Elemental Genesis for groups. What does change is how you reach those finishers. With Krumm equipped, Lun begins every fight by generating two random stains if her bar is empty. This dramatically accelerates your setup and often means you can fire off a major spell within the first two actions. Sometimes the random stains double up and delay Genesis, but the weapon more than makes up for it with tempo, AP generation, and raw damage scaling.

The typical single-target line looks like this: open with Wildfire to seed fire stains, follow with Ice Lance to secure slows and add an ice stain, then cash out with Lightning Dance. Against bosses, this can easily hit the damage cap multiple times in a row, deleting health bars faster than anything else in Lun’s arsenal. If Cheater triggers in the middle of the sequence, you can often slip in a second Dance or an extra control spell before the enemy ever moves.

For elite packs, shift the priority. Begin with Terraquake to set up Earth, then chain Wildfire and Ice Lance so you have all four stains ready. That unlocks Elemental Genesis, Lun’s best late-game AOE, capable of wiping groups outright. The flexibility of Krumm’s random stains means you rarely get locked out of this option, and even when you do, pivoting into Lightning Dance is almost always enough.

Boss encounters highlight Lun’s synergy with companions. Pairing her with Verso ensures that Break windows are perfectly aligned: Terraquake and her breaker basic attack push enemies toward collapse, and the moment they stagger, you unleash Lightning Dance for devastating multi-hit bursts. With Seel, the dynamic is different—Seel’s Searing Bond and AP tools supercharge Lun’s rotations, letting her fit more casts into the same window. Even Mel can be set up beautifully by Lun’s constant Burning from Wildfire, turning him into a cleanup engine while she handles the opening salvo.

The late game comes down to discipline. With Cheater, Painted Power, and Krumm online, Lun has more AP and tempo than she can realistically spend. The key is resisting the urge to spam the same element twice. Her weapon rewards rotation, and stains must be cycled to unlock the heavy hitters. Think two moves ahead: Wildfire to lay the foundation, Ice Lance to position the turn order, Terraquake if Break is needed, then explode with Lightning Dance or Genesis depending on the situation. Played this way, Lun stays competitive with Verso and Mel right through the final act and remains one of the most rewarding characters in the game.

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