
Traits and Skills: What Unlocks When
A Lumi's identity is more than its type. Its trait and skill options determine how it starts a turn, spends energy, and fits with the rest of the team.
The key unlock levels
Traits unlock at level 10. A second skill unlocks at level 20. These thresholds are useful checkpoints before deciding whether to keep investing in a particular candidate.
Read the actual effect on the profile rather than assuming that two Lumi of the same type play alike.
Read cost and effect together
A powerful skill with an awkward cost may not fit the rotation you want. Compare cost, power, type, and description as one package.
A trait can make a switch, a weather state, or a status effect part of the plan. Connect that wording to your other two members before treating it as a standalone bonus.
Re-check after level 20
The second skill can change a Lumi's job from early filler to a useful specialist. Review its new option and whether it opens a matchup or team interaction you were missing.
Use the terms index when an effect uses a status, field, or weather name you do not recognize.
Read the profile as a sequence
Start with the role you want, then read the trait and each skill in the order it becomes available. This avoids training for an imagined role that the unlocks and energy costs do not actually support.
At level 20, revisit the whole plan rather than looking at the second skill alone. A newly unlocked option may change the best opening, switching pattern, or teammate for that Lumi.