Table of Contents
About | |
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Even the Halidom's most capable retainer has taken to the beach, and, armed with an umbrella and clad in a lovely swimsuit, she's as sweet as any summer flower—though she hasn't fully warmed to her new attire. |
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CV Info - English | CV Info - Japanese |
Siobhan Williams | Yumi Uchiyama |
Beach Belle |
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Obtainable as a 5
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Character Stats
Overview
Summer Cleo blows in with the tropical wind, effortlessly knocking aside the four previous Light Bow adventurers. Where Summer Mikoto is purely damage oriented, Cleo is comparable to Gala Sarisse, a supportive Bow wielder whose primary Skill is enhanced by the number of user buffs. Tropical Breeze provides a whopping four buffs on its own, and high Skill Haste ensures that Parasol Shot is firing the maximum number of shots at all times.
The addition of new mana spirals further rewards good positioning with Parasol Shot doublecasts alongside substantial number boosts all around. Coveted for her shared skill, Tropical Breeze is a must-have for speed clears of any kind, such as Time Attack or Karina doublebuff shenanigans.Â
Strengths
Skill Haste to SpareÂ
In line with her Co-Ability, Cleo has multiple ways of increasing her Skill uptime, leading to more frequent Paralysis applications and team support.Â
Curse Immunity Â
Cleo rounds out the Light roster as a capable Bow adventurer who maintains full Skill usage during all Zodiark-related content.
Weaknesses
Paralysis ReliantÂ
Although well-suited for bosses with low Paralysis Res, Cleo's Paralysis-heavy kit will struggle during longer endgame level fights such as the later levels of Mercurial Gauntlet or Master High Zodiark's Trial.Â
Only Buffs Nearby AlliesÂ
Heinwald players will relate; Cleo usually isn’t up near her melee allies, and rolling in to do so may sacrifice combo stacks and place her at risk. In practice, Cleo’s ranged teammates may be the only beneficiaries of her support buffs.
Dragon Recommendations
Gala Reborn Jeanne is the top pick for pure damage.
Daikokuten is perfectly suited to Parasol Shot's high shot count.Â
Gala Thor offers powerful burst via his active Skill.Â
Corsaint Phoenix is essential for any Paralysis-focused adventurer.
Weapon Recommendations
Budget Option: Thunderbow
Wyrmprint Recommendations
Pair 1
General purpose setup, using Dominion wyrmprints to cap out Skill Damage. Chariot Drift may be replaced with Seaside Memory for higher skill uptime.
For a dual punisher loadout, replace Dear Diary with Extreme Teamwork.
Shared Skill
Tropical Breeze | ||
Lvl 2 | For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. | 200 |
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Lvl 3 | For 10 seconds, increases the user's and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. Also, activates the following additional effects based on the number of adventurers, including the user, who are within this skill's effective range upon use: One or more adventurers: Increases the user's defense by 10% for 10 seconds. Two or more adventurers: Adds 10% to the modifier applied to the user's critical damage for 10 seconds. Three or more adventurers: Fills 100% of the skill gauge for the user's initial skill, displayed at the top of their skill list, for use. | 300 |
SP Cost | 10779 | Iframe | Medium |
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Unlock Materials |
Light Tome x5
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Cost | 5 | Level | 2 |
Skills
Skill 1
Parasol Shot | ||
Lvl 1 | Deals light damage to and inflicts paralysis on the target and nearby enemies, and fires extra shots equal to the number of buffs the user has. A maximum of four additional shots can be fired. Paralyzed foes take extra damage. | 100 |
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Lvl 2 | Deals light damage to and inflicts paralysis on the target and nearby enemies, and fires extra shots equal to the number of buffs the user has. A maximum of four additional shots can be fired. Paralyzed foes take extra damage. | 200 |
Lvl 3 | Deals light damage to and inflicts paralysis on the target and nearby enemies, and fires extra shots equal to the number of buffs the user has. A maximum of four additional shots can be fired. Paralyzed foes take extra damage. | 300 |
Lvl 4 | Deals light damage to and inflicts paralysis on the target and nearby enemies, and fires extra shots equal to the number of buffs the user has. A maximum of five additional shots can be fired. Paralyzed foes take extra damage. |
SP Cost | 2841 | Iframe | Medium |
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Skill 2
Tropical Breeze | ||
Lvl 1 | For 10 seconds, increases the user and nearby allies' strength by 3%, critical rate by 2%, skill damage by 10%, and skill gauge fill rate by 10%. | 100 |
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Lvl 2 | For 10 seconds, increases the user and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. | 200 |
Lvl 3 | For 10 seconds, increases the user's and nearby allies' strength by 5%, critical rate by 3%, skill damage by 10%, and skill gauge fill rate by 10%. Also, activates the following additional effects based on the number of adventurers, including the user, who are within this skill's effective range upon use: One or more adventurers: Increases the user's defense by 10% for 10 seconds. Two or more adventurers: Adds 10% to the modifier applied to the user's critical damage for 10 seconds. Three or more adventurers: Fills 100% of the skill gauge for the user's initial skill, displayed at the top of their skill list, for use. | 300 |
SP Cost | 6737 | Iframe | Medium |
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Abilities
Ability 1
Paralysis = Skill Haste +8%
Increases skill gauge fill rate by 8% for 20 seconds upon successfully paralyzing an enemy. After activating, this ability will not activate again for five seconds. |
80
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Upgrades To | |
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Paralysis = Skill Haste +10%
Increases skill gauge fill rate by 10% for 20 seconds upon successfully paralyzing an enemy. After activating, this ability will not activate again for five seconds. |
100
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Upgrades To | |
Paralysis = Skill Haste +12%
Increases skill gauge fill rate by 12% for 20 seconds upon successfully paralyzing an enemy. After activating, this ability will not activate again for five seconds. |
110
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Ability 2
Curse Res +50%
Reduces susceptibility to curses by 50%. |
60 |
Upgrades To | |
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Curse Res +100%
Reduces susceptibility to curses by 100%. |
100 |
Upgrades To | |
Potent Curse Res +100%
Reduces susceptibility to curses by 100%. When the user is hit by an attack that would have cursed them, their strength is increased by 15% for 10 seconds. After activating, this buff will not activate again for 15 seconds. |
120
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Ability 3
Paralyzed Punisher +25%
Increases damage to paralyzed enemies by 25%. |
80 |
Upgrades To | |
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Paralyzed Punisher +30%
Increases damage to paralyzed enemies by 30%. |
100 |
Upgrades To | |
Paralyzed Punisher +35%
Increases damage to paralyzed enemies by 35%. |
110
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Co-Abilities
Skill Haste +8%
Increases skill gauge fill rate by 8%. Benefits your whole team. |
170 |
Show Upgrades
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Increases skill gauge fill rate by 9%. Benefits your whole team. |
Increases skill gauge fill rate by 11%. Benefits your whole team. |
Increases skill gauge fill rate by 12%. Benefits your whole team. |
Increases skill gauge fill rate by 15%. Benefits your whole team. |
Co-Ability Chain
(Light) Above 10 Hits = Shadow Res +5%
If a team member is attuned to (Light): reduces shadow damage taken by them by 5% when the combo count is 10 or higher. Benefits your whole team. |
Show Upgrades
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If a team member is attuned to (Light): reduces shadow damage taken by them by 6% when the combo count is 10 or higher. Benefits your whole team. |
If a team member is attuned to (Light): reduces shadow damage taken by them by 7% when the combo count is 10 or higher. Benefits your whole team. |
If a team member is attuned to (Light): reduces shadow damage taken by them by 8% when the combo count is 10 or higher. Benefits your whole team. |
If a team member is attuned to (Light): reduces shadow damage taken by them by 10% when the combo count is 10 or higher. Benefits your whole team. |
Total Materials Required
- 1
- 2
- 3
- 4
- 5
- 6