The three abilities to understand first are Cyclone, Decoy, and Protective Ward. Cyclone pulls nearby enemies together while damaging them. Decoy redirects attention. Protective Ward gives her protection after a period without taking a hit. They solve related problems, but they aren't interchangeable.
A practical sequence is to use the decoy to redirect approaching enemies, create room to shoot, then use Cyclone when a group threatens that space. That is a positioning sequence, not a guaranteed animation combo. Enemies, terrain, and the state of your resources decide whether it is appropriate.
One player discussion specifically describes putting Cyclone behind Lucy while she fires forward. That makes sense when the threat really is coming from behind. Don't turn it into a rule that wastes the spell on an empty part of the room. Look at where the enemies are going.
Mana matters. Repeatedly casting because an ability is available can leave you without a response when something dangerous actually reaches you. Use basic fire against manageable groups and reserve control for situations where it creates a meaningful opening.
Ward is another reason to disengage cleanly. Recovering your protection is more useful than repeatedly accepting small hits while trying to finish one more enemy. She has defensive tools, but her ordinary health pool still leaves little room for careless trades.
The three abilities to understand first are Cyclone, Decoy, and Protective Ward. Cyclone pulls nearby enemies together while damaging them. Decoy redirects attention. Protective…
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