Lightwing Arrow — Lucky Cracker · Lucky Band-Aid Synergy Test
Topic
This article documents Lightwing Arrow's base proc rate and how it shifts when paired with Lucky Cracker / Lucky Band-Aid, measured directly in-game. The skill has no listed probability, so the goal is to nail down the value with hand-counted shots instead of guesswork.
Conclusion
Proc rate by Lucky-ability stacking
30%baseline- +

40%+10%p - +

40%+10%p - +
+
50%+20%p
On proc = 3 hits
Body + left wing + right wing all register, so a single proc lands roughly 5× a single normal hit.
- •+10%p per Lucky ability — Lucky Cracker and Lucky Band-Aid contribute the same. Take both for the 50% proc rate.
- •Per-Lucky-ability effect is essentially identical, so prefer Lucky Band-Aid for its safety net (field clear on injury).
- •For burst-damage content like boss / guild boss, stacking Cracker + Band-Aid for 50% proc is the most efficient route.
What is Lightwing Arrow?
Lightwing Arrow is an ability that gives normal attacks a chance to spawn wing arrows. The wing arrow is not just an extra projectile — it carries an additional boss-damage multiplier, and on the first hit the body arrow plus both wings all register, so a single normal attack lands as 3 hits.
It's a probabilistic skill, so a small sample looks streaky — but once the actual proc rate is measured, the value of stacking Lucky-class abilities becomes clear. This experiment hand-counts that proc rate in-game.
Damage analysis — Normal vs. Wing
Before looking at proc rate, the damage of a single proc itself. Numbers below are in-game measurements on a controlled build with all gear and runes removed, leaving only character resonance.
Test conditions
- Resonance
- Alex 7★ · Muira 7★ · Tata 3★
- Gear
- None
- Runes
- None
- ATK
- 142.7K
- Crit DMG
- 275%
- Final DMG bonus
- 14.44%
- Ground DMG amp
- 10%
- Boss DMG up
- 28%
- Main weapon DMG
- 17%
Damage per hit
Same single normal attack, but when Wing procs, one trigger registers as body + 2 wings = 3 hits.
Normal
725.14K
1 hit
Wing proc
~3.75M
Body + Wings ×2 = 3 hits
Damage multiplier breakdown
The two formulas differ by one slot — "Wing +100%". Wing's effect is not a separate multiplier; it stacks directly into the boss-damage bucket, growing it from +28% to +128% on proc.
1 + 0.10 + 0.28 = ×1.38
1 + 0.10 + (0.28 + 1.00) = ×2.38
Wing stacks in the same boss-damage slot as relics, enchantments, and guild research, so the less those other sources contribute, the larger the +100% looms relative to the denominator — and the bigger the relative damage swing on proc.
First hit = 3 hits
Body arrow
1.25M
Left wing
1.25M
Right wing
1.25M
~5.17× vs a single normal hit (725K)
For the same number of normal attacks, a Wing-procced shot deals 5× more than a non-procced one.
Scaling — relics & guild research
The 5.17× above is on a controlled build with Boss DMG +28% / Ground DMG +10%. Real builds stack much more boss/ground damage, which shrinks Wing's relative contribution: Wing always adds a flat +100% to the boss-damage bucket, so as the denominator grows, that +100% becomes a smaller share.
Options stacked per scenario
- Healing Grail — Boss DMG up


- Attack Horn — Ground DMG amp


Guild research — Boss DMG up (+20%)
| Legendary relics | Guild research | Boss + Ground | Wing 1 | Wing 1st |
|---|---|---|---|---|
| 0★ | +20% | +28% | ×1.78 | ×5.34 |
| 3★ | +20% | +40% | ×1.71 | ×5.14 |
| 6★ | +20% | +52% | ×1.66 | ×4.97 |
| 9★ | +20% | +64% | ×1.61 | ×4.83 |
| 12★ | +20% | +76% | ×1.57 | ×4.70 |
| 15★ | +20% | +88% | ×1.53 | ×4.60 |
Wing / Normal = (2 + ground + boss) ÷ (1 + ground + boss). Wing's first hit is body + both wings = 3 hits, so multiply by 3.
On a fully stacked build (Relics 15★ + Guild research), Wing's relative damage drops from ~5.17× to ~4.60× — about 11% lower.
Method
I fired 10 normal attacks, hand-counted Wing procs, and repeated 100 times — 1,000 shots per condition. Four ability combinations were tested at the same volume: solo, +Cracker, +Band-Aid, +both.
Each condition took roughly 10 minutes; together with counting it added up to about two hours of in-game shooting. Anything that could affect proc rate — runes, gear, crit-related options — was removed up front.
Results — per 1,000 shots
| Combo | Hits | Rate | Listed | 95% CI |
|---|---|---|---|---|
| Lightwing Arrow | 304 | 30.4% | 30% | ±2.9%p |
| + Lucky Cracker | 398 | 39.8% | 40% | ±3.0%p |
| + Lucky Band-Aid | 406 | 40.6% | 40% | ±3.0%p |
| + Lucky Cracker + Lucky Band-Aid | 498 | 49.8% | 50% | ±3.1%p |
Interpretation — +10%p per Lucky ability
The data follows a simple additive rule: Lightwing Arrow's proc rate goes up by +10%p per Lucky-class ability. Lucky Cracker and Lucky Band-Aid don't get separate adjustments — both contribute the same +10%, and stacking both gives +20%.
While the game doesn't expose a 'Luck' stat directly, this experiment indirectly confirms that Lightwing Arrow's proc condition is gated on something equivalent to that hidden stat. From a damage standpoint, taking both Lucky abilities together is the most efficient route.
For content where Lightwing Arrow's 5× damage is decisive — guild boss, etc. — pairing both Lucky Cracker and Lucky Band-Aid to reach 50% proc rate is the recommended setup. Average damage per shot rises ~1.6–1.7× over the 30% solo baseline.
Expected damage comparison
Average expected damage per single normal attack, weighted by proc rate. Computed against the 'Test conditions' build above; on builds with more boss/ground damage stacked, the gain over solo shrinks somewhat.
| Combo | Rate | vs Lightwing Arrow |
|---|---|---|
| Lightwing Arrow | 30% | baseline |
| + 1 Lucky | 40% | +19% |
| + 2 Lucky | 50% | +37% |
Comparison numbers are approximate; actual combat adds further variables — crit, attack speed, missed shots from movement, etc.
FAQ
QIf I had to pick only one of Lucky Cracker / Lucky Band-Aid, which?
Proc-rate-wise they're effectively identical (398 vs 406 over 1,000 shots). Lucky Band-Aid also clears enemy bullets and deals field-wide damage on injury, so for safety I'd lean Band-Aid first. For pure damage synergy either choice is fine.
QDoes the 5× still hold on a build with much more boss / ground damage?
The relative ratio shrinks. Per the "Scaling — relics & guild research" table, a 0★ relics build sits around 5.34×, while fully stacked Relics 15★ + Guild research drops to ~4.60×. Wing adds a flat +100% inside the boss-damage bucket, so as that denominator grows, the +100% takes a smaller share.
QWhy test with all gear and runes removed?
Runes and gear can carry Luck-related options, crit modifiers, or other proc-influencing effects — making it hard to isolate what the ability combination alone contributes. This run keeps only character resonance to control for those factors. Even on different builds, the 30 / 40 / 40 / 50% baseline should still apply.
QA 50% proc rate means every other shot procs, right?
On average, yes — but each shot is independent, so the variance is wider than that. Even at 50%, there's about a 3.1% chance (0.5⁵) of 5 misses in a row, and 6.3% (0.5⁴) for 4 in a row. For burst-cut content, plan for that variance and leave a safety margin instead of relying on the average.