Pictos are vital accessories in Clair Obscur: Expedition 33, each granting passive effects and unlocking Luminas—powerful abilities that define your characters' combat roles. Every character can equip up to 3 Pictos, and mastering the right setup is essential for optimizing your build. Pictos can be found through various means: looted from Paint Cages, rewarded by NPCs, dropped by bosses or specific enemies, and purchased from Gestral Merchants. Some encounters drop unique Pictos only once per playthrough after their first defeat, so don’t miss them. Each Picto is associated with one or more attributes (like Agility, Defense, or Crit Rate) and links to a Lumina. To unlock a Lumina, equip the Picto and win four battles—after which the golden border will indicate it’s mastered. Planning your party’s equipped Pictos is key to triggering synergies between weapons, attributes, and Luminas. Use this interactive page to browse all Pictos in Expedition 33, filter by attribute, effect, or character usage, and find the best Picto combinations to enhance your team's power.
In Clair Obscur: Expedition 33, Pictos are essential accessories that directly impact your characters' stats and unlock powerful Luminas. Each character can equip up to three Pictos at a time, but duplicates across characters are not allowed. Equipping the right Picto setup can significantly enhance a character’s performance in both offense and support roles.
Pictos come in various stat types—Health, Speed, Defense, Critical Rate, and more. These not only boost base stats but also determine the type of Luminas a character can unlock through repeated battle use. Once a Lumina is learned (after winning four battles with the associated Picto equipped), it can be used freely—even without equipping the original Picto.
Effective Picto management is key to high-difficulty encounters. Late-game Pictos offer massive stat boosts and special effects that can define your strategy. Whether you're building a crit-based Maelle or a supportive Lune, your choice of Pictos matters as much as your skills and weapons.
Enhance your gameplay with our comprehensive guides:
Pictos are core customization items in Clair Obscur: Expedition 33, granting stat bonuses and enabling Lumina unlocks. Each Picto is tied to one or more attributes—Health, Speed, Defense, or Critical—and equipping them wisely can drastically influence your character's performance. Characters can equip up to 3 Pictos at once, and no duplicate Pictos can be shared between party members.
Boosts max HP and sometimes grants passive healing. Great for tanks and sustain builds.
Increases turn frequency, skill cooldown reduction, and action speed. Ideal for agile characters.
Reduces damage taken and improves resistance to debuffs. Essential for frontliners and supports. Critical: Enhances crit chance and crit damage, often paired with offensive builds for high burst damage.
Critical Pictos boost critical hit chance, critical damage, and sometimes offer unique combat abilities. These are essential for DPS-focused builds looking to maximize damage output. Critical Pictos typically feature purple or golden designs.
Explore our full interactive Picto database to find detailed info on stats, unlock requirements, and Lumina pairings. Mastering the Picto system is key to building optimized characters for all difficulty levels in Expedition 33.
No. Pictos are unique per character—once equipped, others cannot use the same one simultaneously.
Yes, but only through special enemy encounters. These upgrades permanently boost that Picto’s stats. Check the interactive map or our Picto Upgrade Guide for locations.
No. Pictos can only be changed outside of combat at rest points or save zones.
Some rare Pictos are tied to quest rewards or specific side content. Always explore thoroughly and track your Picto collection using our full Picto List Tool.
Healing an ally also applies Rush for 1 turn
Gain Rush if fighting alone.
20% change to gain Rush on Free Aim shot.
Healing Tints also apply Rush
+1 Shield on being revived.
Immune to Blight.
Immune to Burn.
Immune to Charm.
Immune to Freeze.
Immune to Stun.
Deal 50% more damage if Health is below 10%.
Recover 15% Health on Base Attack.
50% increased Free Aim damage.
50% increased Base Attack damage.
25% increased Counterattack damage.
50% increased Counterattack damage.
75% increased Counterattack damage.
50% increased damage on the first hit. Once per battle.
Kill self on battle start.
Apply Powerful for 3 turns on battle start.
Apply Regen for 3 turns on battle start.
Apply Rush for 3 turns on battle start.
Apply Shell for 3 turns on battle start.
+1 Shield if not affected by any Shield on turn start.
+2 AP on applying a Status Effect. Once per turn.
Break damage is increased by 50%, but base damage is reduced by 20%.
25% increased Break damage.
Base Attack can Break.
25% increased Break damage on Burning enemies.
50% increased Break damage on Counterattack.
Fully charge enemy's Break Bar on death.
50% increased Break damage with Free Aim Shots.
25% increased damage on Burning Targets.
Apply 3 Burn to all enemies on Death.
Apply Burn on hitting a Marked enemy.
20% chance to Burn on Free Aim shot.
+10% of a Gradient Charge on applying a Buff. Once per turn.
+15% of a Gradient Charge on Base Attack.
+20% of a Gradient Charge on Counterattack.
+20% of a Gradient Charge on Critical Hit. Once per turn.
+20% of a Gradient Charge on hitting a Marked target. Once per turn.
+5% of a Gradient Charge on hitting a Stunned enemy.
+5% of a Gradient Charge on using an item.
+15% of a Gradient Charge on hitting a Weakness. Once per turn.
Always play twice in a row.
On turn start, if no damage taken since last turn, recover 100% Health.
Healing Tints also remove all Status Effects from the target.
Base Attack has 1 extra hit.
Base Attack has 1 extra hit.
Base Attack has 1 extra hit.
Take 50% less damage, but can't be Healed.
30% increased damage, but can't be Healed.
25% increased Break damage on Critical Hits.
25% increased Critical Chance on Burning enemies.
50% increased Critical Chance if Health is below 30%.
100% on Critical Chance on hitting a Stunned target.
25% increased Critical Chance on Defenceless enemies.
25% increased Critical Chance on Weakness.
+3 AP on killing an enemy.
+3 AP on killing an enemy.
On Death, deal damage to all enemies.
On receiving damage, consume 1 AP to take 30% less damage, if possible.
Gain 1 AP on Perfect Dodge. Once per turn.
On applying a Burn stack, apply a second one.
Mark requires 1 more hit to be removed.
Consume 1 AP to prevent Status Effects application, if possible.
Double all Heals received.
+2 AP on using an item.
Gain Powerful for 1 turn on Base Attack.
Gain Powerful on Breaking a target.
5% increased damage for each consecutive successful Dodge. Can stack up to 10 times.
Gain Powerful if fighting alone.
Each successful Parry increases damage by 5% until end of the following turn. Taking any damage removes this buff.
Healing Tints also apply Powerful.
+1 AP on Base Attack.
+1 AP on Base Attack.
+3 AP on Breaking a target.
+1 AP on applying Burn. Once per turn.
Dispel the first negative Status Effect received an gain 2 AP.
On death, +4 AP to allies.
+1 AP per Gradient Charge consumed.
On Healing an ally, also give 2 AP.
+1 AP on Jump Counterattack.
No longer gain AP on Parry. +1AP on getting hit.
+1 AP on successful Parry.
Give 2 AP on applying Powerful.
+3 AP to all allies when revived.
Give 2 AP on applying Rush.
Give 2 AP on applying Shell.
20% chance to gain 1 AP on Free Aim shot.
+1 AP on battle start.
+1 AP on battle start.
+1 AP on battle start.
+1 AP on battle start.
+1 AP on hitting a Stunned target with a Skill.
+1 AP on turn start.
Every AP gain is increased by 1.
Base Attack applies Powerless for 1 turn.
Marked targets deal 30% less damage.
50% increased damage if Exhausted.
Base Attack applies Defenseless for 1 turn.
Apply Defenceless on Break.
Always play twice in a row, but deal 50% less damage.
First hit dealt and taken deals 50% more damage.
Play first.
Breaking a target doubles its Burn amount.
25% increased damage on full Health.
Deal 25% more damage, but take 25% more damage.
+50% of a Gradient Charge on Breaking a target.
50% increased Breaking damage with Gradient Attacks.
+25% increased damage with Gradient Attacks.
+15% to Defenceless damage amplification.
+15% to Powerful damage increase.
+15% to Powerless damage reduction.
+25% Rush Speed increase.
+10% to Shell damage reduction.
+15% to Slow Speed reduction.
Heal 15% HP on applying a buff.
Recover 25% Health on Counterattack.
On death, the rest of the Expedition recover all Health.
Recover 25% Health when attacking a Burning target. Once per turn.
Recover 25% Health on hitting a Marked enemy. Once per turn.
Recover 3% Health on Parry.
Receive 15% of all Heals affecting other characters.
Recover 5% Health on hitting a Stunned target.
Healing Tints also give 1 AP.
30% increased damage until a hit is received.
+3 Shields on Battle Start, but max Health is halved.
Apply Inverted on self for 3 turns on battle start. 50% increased damage while Inverted.
100% Critical Chance while fighting alone.
Burn duration is increased by 2.
On applying Powerful, its duration is increased by 2.
On applying Rush, its duration is increased by 2.
On applying Shell, its duration is increased by 2.
Apply Mark on Break.
20% chance to apply Mark on Free Aim shot.
Damage can exceed 9,999.
Convert all Physical damage to Void damage.
+1 AP on Parry, but damage received is doubled.
25% increased Free Aim damage. Free Aim shots ignore Shields.
On every damage dealt, try to consume 1 AP. If successful, increase damage by 20.
Healing an ally also applies Powerful for 1 turn.
Gain Powerful on hitting a Marked enemy.
Apply Powerful on applying Shell.
Apply Powerful for 3 turns when revived.
10% increased damage per Shield Point on self.
20% chance to gain Powerful on Free Aim shot.
Allows Flee to be instantaneous.
Gain Shell for 1 turn on Base Attack.
On death, allies gain Shell.
Healing an ally also applies Shell for 1 turn.
Gain Shell if fighting alone.
Healing Tints also apply Shell.
Play again on Breaking a target.
Damage taken is randomly multiplied by a value between 50% and 200%.
Recovers 10% Health on turn start. (Reward for spending Chroma at the Red Woods Nevron quest)
Apply Regen for 3 turns when revived.
Revive Tints also give 3 AP.
+2 AP on dealing damage to a Marked target. Once per turn.
Every hit has a 50% chance to deal either 50% or 200% of its damage.
Apply Rush on applying Powerful.
Revive with 100% Health. Once per battle.
When healing an ally, also Heal self for 50% of that value.
Apply Shell on applying Rush.
30% increased damage while having Shields, but receiving any damage always removes all Shields.
On death, allies gain 3 Shield points.
Healing Tints also add 2 Shields.
Immediately play when falling below 30% Health. Once per battle.
Apply Slow on Break.
First Free Aim shot each turn deals 200% increased damage and can Break.
+2 Shields when the character's Health falls below 50%. Once per battle.
Deal 50% more damage if fighting alone.
Apply Powerful when falling below 50% Health.
Apply Rush when falling below 50% Health.
50% increased Break damage on Base Attack.
50% chance to apply Mark when attacking a Marked target.
30% increased damage on Stunned targets.
Survive fatal damage with 1 Health. Once per battle.
Recover 50% Health on killing an enemy.
15% increased damage for each Status Effect on self.
10% increased damage while all allies are alive.
Max Health is reduced to 1.
Energy Tints also apply Rush.
After a Free Aim hit, Base Attack damage is increased by 50% for 1 turn.
5% increased damage per turn. Can stack up to 5 times.
+1AP on hitting an enemy's Weakness. Once per turn.