Table of Contents
About | |
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A former knight of Alberia. Though she was once as idealistic and as loyal as they come, the horrors of war made her falter and abandon her knighthood. She now works as a mercenary in the north with a drastically changed personality. |
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CV Info - English | CV Info - Japanese |
Bethany Brown | Yu Kobayashi |
Disgraced Knight |
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Obtainable as a 5
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Character Stats
Overview
With depression, substance abuse, and superior firepower, Cecile debuts as Wind’s long-awaited rapid-fire manacaster. Cecile’s kit revolves around her special gauge, granting her access to two afflictions and an auto-dodge while force striking. These factors allow her to fire away worry free and automatically enter her into consideration for the Iblis dominion fight.
Strengths
Dual AfflictionsÂ
Cecile has access to both poison and stormlash, single handedly enabling double punisher loadouts. This is especially important in the Iblis dominion fight, allowing Cecile to easily play around the boss’s melody mechanic.Â
Auto-DodgeÂ
While her gauge is full, Cecile will automatically dodge iframeable attacks while force striking, allowing her to maintain maximum DPS. Additionally, dodging an attack this way will fill 20% of both skills
Weaknesses
Gauge CyclingÂ
Many of Cecile’s perks are locked behind her manachew gauge, which requires two casts of her basic skills to achieve. Mistiming such a limited burst window can lead to massive drops in DPS.Â
Low Team UtilityÂ
Cecile is noticeably lacking in true utility present in other top tier wind units such as Gala Notte’s copious dispels or Gala Ranzal’s chunky force strikes. While still a strong pick in endgame content, her teammates will have to pick up the slack utility-wise.
Dragon Recommendations
Gala Beast Volk perfectly suits Cecile’s dual affliction kit.
Gala Reborn Zephyr is a reliable pick with powerful damage while shapeshifted.
Midgardsormr Zero performs similarly to Zephyr, and Cecile has no problem maintaining combo counts.
Weapon Recommendations
Budget Option: Chanzelian Caster Mk. 21
Wyrmprint Recommendations
Pair 1
Cookie cutter dual punisher loadout. If lacking dominion slots, use Rivalry of Kings and The Warrioresses in place of a 5* force strike print.
Shared Skill
Scatterfall | ||
Lvl 2 | Deals damage to the target and nearby enemies and inflicts stormlash. | 200 |
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Lvl 3 | Deals damage to the target and nearby enemies and inflicts stormlash. | 300 |
SP Cost | 8494 | Iframe | Long |
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Unlock Materials |
Wind Tome x6
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Cost | 6 | Level | 1 |
Skills
Skill 1
Chomp Some Manachew | ||
Lvl 1 | Fills the user's Manachew gauge by 25%. If this skill is used after the Manachew gauge is completely filled, but before it is depleted, a variant called Scatterfall will be used instead. Scatterfall deals damage to the target and nearby enemies and inflicts stormlash. | 100 |
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Lvl 2 | Fills the user's Manachew gauge by 35%. If this skill is used after the Manachew gauge is completely filled, but before it is depleted, a variant called Scatterfall will be used instead. Scatterfall deals damage to the target and nearby enemies and inflicts stormlash. | 200 |
Lvl 3 | Fills the user's Manachew gauge by 50%. If this skill is used after the Manachew gauge is completely filled, but before it is depleted, a variant called Scatterfall will be used instead. Scatterfall deals damage to the target and nearby enemies and inflicts stormlash. | 300 |
SP Cost | 6200 | Iframe | Medium |
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Skill 2
Munch on a Manachew | ||
Lvl 1 | Fills the user's Manachew gauge by 25%. If this skill is used after the Manachew gauge is completely filled, but before it is depleted, a variant called Poisonblast will be used instead. Poisonblast deals damage to enemies directly ahead, inflicts poison, and grants the user a strength amp. | 100 |
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Lvl 2 | Fills the user's Manachew gauge by 50%. If this skill is used after the Manachew gauge is completely filled, but before it is depleted, a variant called Poisonblast will be used instead. Poisonblast deals damage to enemies directly ahead, inflicts poison, and grants the user a strength amp. | 200 |
Lvl 3 | 300 |
SP Cost | 6200 | Iframe | Medium |
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Abilities
Ability 1
Potent Placebo I
Grants the user a Manachew gauge. When the Manachew gauge is completely filled, it will begin to gradually deplete automatically and grant the user the following effects until it is depleted: ・Defense is increased by 15%. ・Skill damage is increased by 8%. ・Skill gauge fill rate is increased by 5%. ・The user's force strikes are powered up and deal more damage. During a powered up force strike, if the user is hit by an attack that can be avoided with the damage immunity provided by skills, they will automatically dodge the attack, and their Manachew gauge will be filled by 10%. Also, when shapeshifting, the Manachew gauge will be filled by 50% when the user's shapeshift is undone. |
80
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Upgrades To | |
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Potent Placebo II
Grants the user a Manachew gauge. When the Manachew gauge is completely filled, it will begin to gradually deplete automatically and grant the user the following effects until it is depleted: ・Defense is increased by 20%. ・Skill damage is increased by 10%. ・Skill gauge fill rate is increased by 8%. ・The user's force strikes are powered up and deal more damage. During a powered up force strike, if the user is hit by an attack that can be avoided with the damage immunity provided by skills, they will automatically dodge the attack, and their Manachew gauge will be filled by 10%. Also, when shapeshifting, the Manachew gauge will be filled by 50% when the user's shapeshift is undone. |
100
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Ability 2
Bog Res +50%
Reduces susceptibility to bog by 50%. |
60 |
Upgrades To | |
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Bog Res +100%
Reduces susceptibility to bog by 100%. |
100 |
Ability 3
Dodge Charge I
Fills 15% of the skill gauges for the user's first and second skills when the user dodges an attack. After activating, this ability will not activate again for 15 seconds. |
80 |
Upgrades To | |
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Dodge Charge II
Fills 20% of the skill gauges for the user's first and second skills when the user dodges an attack. After activating, this ability will not activate again for 15 seconds. |
100 |
Co-Abilities
Gauge Accelerator +12%
Speeds the rate the mode gauge decreases by 12%. Benefits your whole team. |
170 |
Show Upgrades
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Speeds the rate the mode gauge decreases by 14%. Benefits your whole team. |
Speeds the rate the mode gauge decreases by 16%. Benefits your whole team. |
Speeds the rate the mode gauge decreases by 18%. Benefits your whole team. |
Speeds the rate the mode gauge decreases by 20%. Benefits your whole team. |
Co-Ability Chain
(Wind) Stormlash = User Water Res +3%
If a team member is attuned to (Wind): reduces water damage taken by them by 3% for 15 seconds when they successfully inflict an enemy with stormlash. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
Show Upgrades
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If a team member is attuned to (Wind): reduces water damage taken by them by 4% for 15 seconds when they successfully inflict an enemy with stormlash. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
If a team member is attuned to (Wind): reduces water damage taken by them by 5% for 15 seconds when they successfully inflict an enemy with stormlash. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
If a team member is attuned to (Wind): reduces water damage taken by them by 6% for 15 seconds when they successfully inflict an enemy with stormlash. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
If a team member is attuned to (Wind): reduces water damage taken by them by 8% for 15 seconds when they successfully inflict an enemy with stormlash. After activating, this ability will not activate again for 10 seconds. Benefits your whole team. |
Total Materials Required
- 1
- 2
- 3
- 4
- 5