In Clair Obsuc: Expedition 33, players can collect Pictos to empower your party. Not only do they grant the user useful stats to boost numbers but they also give passive abilities. Get to know the Pictos that you can get, how to get them, and more using this handy list.
This guide is still being updated.
Picto Name | Description / Effect |
---|---|
Accelerating Last Stand | Gain Rush if fighting alone. |
Accelerating Shots | 20% chance to gain Rush on Free Aim shot. |
Accelerating Tint | Heaing Tints also apply Rush. |
Aegis Revival | +1 Shield on being revived. |
Anti-Blight | Immune to Blight. |
Anti-Burn | Immune to Burn. |
Anti-Charm | Immune to Charm. |
Anti-Freeze | Immune to Freeze. |
Anti-Stun | Immune to Stun. |
At Death’s Door | Deal 50% more damage if Health is below 10%. |
Augmented Aim | 50% increased Free Aim damage. |
Augmented Counter I | 25% increased Counterattack damage. |
Augmented Counter II | 50% increased Counterattack damage. |
Augmented Counter III | 75% increased Counterattack damage. |
Augmented First Strike | 50% increased damage on the first hit. Once per battle. |
Auto Death | Kill self on battle start. |
Auto Regen | Apply Regen for 3 turns on battle start. |
Auto Rush | Apply Rush for 3 turns on battle start. |
Auto Shell | Apply Shell for 3 turns on battle start. |
Base Shield | +1 Shield if not affected by any Shield on turn start. |
Beneficial Contamination | +2 AP on applying a Status Effect. Once per turn. |
Break Specialist | Break damage is increased by 50%, but base damage is reduced by 20% |
Breaker | 25% increased Break damage. |
Breaking Burn | 25% increased Break damage on burning enemies. |
Breaking Counter | 50% increased Break damage on Counterattack. |
Breaking Death | Fully charge enemy’s Break bar on Death. |
Breaking Shots | 50% increased Break damage with Free Aim shots. |
Burning Break | Apply 3 Burn stacks on Breaking a target. |
Burning Death | Apply 3 Burn to all enemies on Death. |
Burning Shots | 20% chance to Burn on Free Aim shot. |
Burn Affinity | 25% increased damage on Burning targets. |
Charging Burn | +20% of a Gradient Charge on applying Burn. Once per turn. |
Charging Counter | +10% of a Gradient Charge on Counterattack. |
Charging Critical | +20% of a Gradient Charge on Critical Hit. Once per turn. |
Charging Mark | +20% of a Gradient Charge on hitting a Marked target. Once per turn. |
Charging Stun | +5% if a Gradient Charge on hitting a Stunned enemy. |
Charging Tint | Healing Tints also remove all Status Effects from the target. |
Charging Weakness | 25% increased Critical Chance on Weakness. |
Cheater | Always play twice in a row. |
Clea’s Life | On turn start, if no damage taken since last turn, recover 100% Health |
Cleansing Tint | Healing Tints also remove all Status Effects from the target. |
Combo Attack I | Base Attack has 1 extra hit. |
Combo Attack II | Base Attack has 1 extra hit. |
Combo Attack III | Base Attack has 1 extra hit. |
Confident | Take 50% less damage, but can’t be Healed. |
Confident Fighter | 30% increased damage, but can’t be Healed. |
Critical Break | 25% increased Break damage on Critical hits. |
Critical Burn | 25% increased Critical Chance on Burning enemies. |
Critical Moment | 50% increased Critical Chance if Health is below 30%. |
Critical Stun | 100% Critical Chance on hitting a Stunned target. |
Critical Vulnerability | 25% increased Critical Chance on Defenceless enemies. |
Critical Weakness | 25% increased Critical Chance on Weakness. |
Dead Energy I | +3 AP on killing an enemy. |
Dead Energy II | +3 AP on killing an enemy. |
Death Bomb | On Death, deal damage to all enemies. |
Dodger | Gain 1 AP on Perfect Dodge. Once per turn. |
Double Burn | On applying a Burn stack, apply a second one. |
Double Mark | Mark requires 1 more hit to be removed. |
Draining Cleanse | Consume 1 Ap to prevent Status Effects application, if possible. |
Effective Heal | Double all Heals received. |
Effective Support | +2 AP on using an item. |
Empowering Attack | Gain Powerful for 1 turn on Base Attack. |
Empowering Break | Gain Powerful on Breaking a target. |
Empowering Dodge | 5% increased damage for each consecutive succesful Dodge. Can stack up to 10 times. |
Empowering Last Stand | Gain Powerful if fighting alone. |
Empowering Parry | Each successful Parry increases damage by 5% until end of the following turn. Taking any damage removes this buff. |
Empowering Tint | Healing Tints also apply Powerful. |
Energising Attack I | +1 AP on Base Attack. |
Energising Attack II | +1 AP on Base Attack. |
Energising Break | +3 AP on Breaking a target. |
Energising Burn | +1 AP on applying Burn. Once per turn. |
Energising Death | On death, +4 AP to allies |
Energising Gradient | +1 AP per Gradient Charge consumed. |
Energising Heal | On Healing an ally, also give 2 AP. |
Energising Jump | +1 AP on Jump Counterattack. |
Energising Pain | No longer gain AP on Parry. +1 AP on getting hit. |
Energising Parry | +1 AP on succesful Parry. |
Energising Powerful | Give 2 AP on applying Powerful. |
Energising Revive | +3 AP on all allies when revived. |
Energising Rush | Gain 2 AP on applying Rush. |
Energising Shell | Give 2 AP on applying Shell. |
Energising Shots | 20% chance to gain 1 AP on Free Aim shot. |
Energising Start I | +1 AP on battle start. |
Energising Start II | +1 AP on battle start. |
Energising Start III | +1 AP on battle start. |
Energising Start IV | +1 AP on battle start. |
Energising Stun | +1 AP on hitting a Stunned target with a Skill. |
Energising Turn | +1 AP on turn start. |
Energy Master | Every AP gain is increased by 1. |
Enfeebling Mark | Marked targets deal 30% less damage. |
Exhausting Power | 50% increased damage if Exhausted. |
Exposing Attack | Base Attack applies Defenceless for 1 turn. |
Exposing Break | Apply Defenceless on Break. |
Faster Than Strong | Always play twice in a row, but deal 50% less damage. |
First Offensive | First hit dealt and taken deals 50% more damage. |
First Strike | Play first. |
Fueling Break | Breaking a target doubles its Burn amount. |
Full Strength | 25% increased damage on full Health. |
Glass Canon | Deal 25% more damage, but take 25% more damage. |
Gradient Breaker | 50% increased Break damage with Gradient Attacks. |
Gradient Fighter | 25% increased damage with Gradient Attacks |
Greater Defenceless | +15% to Defenceless damage amplification. |
Greater Powerful | +15% Powerful damage increase. |
Greater Powerless | +15% to Powerless damage reduction. |
Greater Rush | +25% to Rush Speed increase. |
Greater Shell | +10% to Shell damage reduction. |
Greater Slow | +15% to Slow Speed reduction. |
Healing Boon | Heals 15% Hp on applying a buff. |
Healing Counter | Recover 25%n Health on Counterattack. |
Healing Death | On death, the rest of the Expedition recover all Health. |
Healing Fire | Recover 25% Health when attacking a Burning target. Once per turn. |
Healing Mark | Recover 25% Health on hitting a Marked enemy. Once per turn. |
Healing Parry | Recover 3% Health on Parry. |
Healing Share | Receive 15% of all Heals affecting other characters. |
Healing Stun | Recover 5% Health on hitting a Stunned target. |
Healing Tint Energy | Healing Tings also give 1 AP. |
Immaculate | 30% increased damage until a hit is received. |
In Medias Res | +3 Shields on Battle Start, but max Health is halved. |
Inverted Affinity | Apply inverted on self for 3 turns on battle start. 50% increased damage while Inverted. |
Last Stand Critical | 100% Critical Chance while fighting alone. |
Longer Burn | Burn duration is increased by 2. |
Longer Powerful | On applying Powerful, its duration is increased by 2. |
Longer Rush | On applying Rush, its duration is increased by 2. |
Longer Shell | On applying Shell, its duration is increased by 2. |
Marking Break | Apply Mark on Break. |
Marking Shots | 20% chance to apply Mark on Free Aim shot. |
Painted Power | Damage can exceed 9,999. |
Painter | Convert all Physical damage to Void damage. |
Perilous Parry | +1 AP on Parry, but damage received is doubled. |
Powered Attack | On every damage dealt, try to consume 1 AP. If successful, increase damage by 20% |
Powerful Heal | Apply Mark on Break. |
Powerful Mark | Gain Powerful on hitting a Marked enemy. |
Powerful on Shell | Apply Powerful on applying Shell. |
Powerful Revive | Apply Powerful for 3 turns when revived. |
Powerful Shield | 10% increased damage per Shield Point on self. |
Powerful Shots | 20% chance to gain Powerful on Free Aim shot. |
Pro Retreat | Allows Flee to be instantaneous. |
Protecting Attack | Gain Shell for 1 turn on Base Attack. |
Protecting Death | On death, allies gain Shell. |
Protecting Heal | Healing an ally also applies Shell for 1 turn. |
Protecting Last Stand | Gain Shell if fighting alone. |
Protecting Tint | Healing Tints also apply Shell. |
Quick Break | Play again on Breaking a target. |
Random Defense | Damage taken is randomly multiplied by a value between 50% and 200%. |
Recovery | Recovers 10% Health on turn start. |
Revive Tint Energy | Revive Tints also give 3 AP. |
Rewarding Mark | +2 AP on dealing damage to a Marked target. Once per turn. |
Roulette | Every hit has a 50% chance to deal either 50% or 200% of its damage. |
Rush on Powerful | Apply Rush on applying Powerful. |
SOS Power | Apply Powerful when falling below 50% Health. |
SOS Rush | Apply Rush when falling below 50% Health. |
SOS Shell | Apply Shell when falling below 50% Health. |
Second Chance | Revive with 100% Health. Once per battle. |
Shared Care | When Healing an ally, also Heal self for 50% of that value. |
Shell on Rush | Apply Shell on applying Rush. |
Shield Affinity | 30% increased damage while having Shields, but receiving any damage always removes all Shields. |
Shielding Death | On death, allies gain 3 Shield points. |
Shielding Tint | Healing Tints also add 2 Shields. |
Shortcut | Immediately play when falling below 30% Health. Once per battle. |
Slowing Break | Apply Slow on Break. |
Sniper | First Free Aim shot each turn deals 200% increased damage and can Break. |
Solidifying | +2 Shields when the character’s Health falls below 50%. Once per battle. |
Solo Fighter | Deal 50% more damage if fighting alone. |
Staggering Attack | 50% increased Break damage on Base Attack. |
Stay Marked | 50% chance to apply Mark when attacking a Marked target. |
Stun Boost | 30% increased damage on Stunned targets. |
Survivor | Survive fatal damage with 1 Health. Once per battle. |
Sweet Kill | Recover 50% Health on killing an enemy. |
Tainted | 15% increased damage for each Status Effects on self. |
Teamwork | 10% increased damage while all allies are alive. |
The One | Max Health is reduced to 1. |
Time Tint | Energy Tints also apply Rush. |
Versatile | After a Free Aim hit, Base Attack damage is increased by 50% for 1 turn. |
Warming Up | 5% increased damage per turn. Can stack up to 5 times. |
Weakness Gain | +1 AP on hitting an enemy’s Weakness. Once per turn. |
Pictos provide not only passive abilities but stats that can help you survive the battles in Expedition 33. The higher the level of the Picto, the higher the stats that it provides. However, note that once you learn the passives, you may have to change your Picto from time to time so that you can unlock more abilities for your party.
Once equipped, you must win battles four times to unlock a Picto’s passive. This is so that other members of your party can equip the passive ability. With that said, you can at maximum unlock 9 Pictos after every four encounters.
Lumina is the resource that you need to get the passive abilities unlocked by Pictos. Using Colour of Lumina in either the camp or in flags (after a certain part of the game), you can increase the amount of Lumina Points available for each character in the party. The more Lumina you have, the more passives that you can equip at any given time. Note that spending Lumina is permanent and any that you use will be spent and gone.
If you want more lore on the Expedition 33 and those that went before, check out our Journals guide. Otherwise, you can skip everything and just jump to the game’s ending.
Check out Clair Obscur: Expedition 33 and get it from Steam here.