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| Shahnaz | Stars | Tier: 0 Ascension:❌ | Rationale |
![]() | Can Stop | (Keep going) | All allies on the field receive 75% less collision damage. From 3 star onward, she refunds 5 points the first time she goes into Power of Origin. |
| Recommended | ⭐⭐⭐⭐⭐ | 54% MATK boost in PoO (PoO itself is also +20%, leader aura from Ascended - Power of Origin is 10%, and you get another 10% for attacking allies.) Recovers 4 NRG/turn and max NRG is boosted to 9 Now executes enemies below 10% HP, instantly killing them with Negate Resolve |
| Role/Faction | ![]() ![]() Reposition / AoE DPS / Support |
| Reasoning | Shahnaz offers SP Samantha levels of AoE damage, but without CD restrictions, and with the added benefit of being able to provide DMG^3 and other offensive buffs to your allies. Aside from impressive raw damage, she offers the ability to reposition allies and enemies and also cause vacuum AoE knockbacks. These can cheese bosses that are vulnerable to % damage by KB-shotgunning. Moreover, Shahnaz has the ability to damage allies a very minor amount in order to trigger reactions, especially, but not limited to, other Elaman units. Due to her lack of cooldowns and self-sufficiency in her ability to sustain her stacks, she is one of the strongest units in the game to abuse Act Again spam. Ascended - Power of Origin also gives her a built-in leader aura and synergy with Elaman summons. |
| Strengths | Weaknesses |
| High AoE damage potential, with the highest MATK coupled with her 240% SKLDMG potential, with no NRG/CD to hold back Act Again spam DMG^3, ATK^2, Max Range^1, and immunity to enemy KB in a passive that can activate to copy those buffs to allies super easily Doesn't suffer from destroyer vs watcher weakness on her attacks Ult does tremendous magic damage and can trigger many collisions for % damage Super versatile board manipulations, with one skill having options for position swaps and huge KBs in a variety of directions Self-sufficient even at lower stars Technically has infinite Resolve thanks to reaction with enough stacks Can execute enemies <=10% HP Has a built-in Elaman leader aura, though not as good as Lukamar’s Can apply 8 stacks of Shattered Shackles via ult, making it and other Unshackle skills hit harder | Outside of her resolve she's very squishy Before 5 stars she will need some type of support, whether it’s NRG or stacks. From 3 onward, the severity is alleviated with Sigil Wielder ”. |
| Skills | Reasoning | |
| Rank 11 | Desert warrior | Take it just because it can interact with her three-hit AOE, but realistically, you won’t use either R11 ability. |
| Rank 9 | Luxite Pulse | Solid basic attack with an 80% SKLDMG mod plus the ability to both inflict and trigger Luxite Gravity, though the trigger requires another enemy to be adjacent for the collision. |
| Rank 7 | Sigil Wielder | “Must slot” passive for the early star levels (1-3), as it will give you enough stacks to be able to spam your skills and stay in PoO. |
| Rank 5 | Origin - Transcendent Form | “Infinite” Resolve, resetting its trigger when leaving PoO and either spending Artificial Prime Sigil stacks or forcing PoO to end and Amnesia debuff to occur with each trigger. Also reduces non-watcher damage by 30%. |
| Rank 3 | ![]() Fate - Endless Singularity Luxite Burst Resonance (optional) | Unlike other skills, it has a cost (10 Artificial Prime Sigil points), but is well worth spending it at every opportunity. It’s three hits of 50% AoE magic damage in a diamond-shaped, 3-tile radius area that has extra effects with PoO: Enemies get Luxite Gravity and 8 Shattered Shackles stacks, and the third hit causes center-oriented KBs in sequence (outside to inside). Good to have for when enemies are immune to CC. You'll get a 50% ATK buff when triggering Luxite Starburst and another when attacking KB- or teleport-immune targets. You can also activate this to trigger Luxite Starburst at will. |
| Rank 1 | ![]() Origin - Harmonic Cosmos Fate - Gaze (Castalia) | DMG^3, ATK^2, Max Range^1, and enemy KB immunity in one passive, copied for 2t onto every ally just by hitting them, makes her amazing at support. It also further reduces damage to allies (-98% final damage by default, reduced to 1 with this). Versatile board manipulation, with three powerful repositioning tools, the ability to change your mark (note: can be on allies or enemies) that enables these in any turn in which you don’t use those three, and a follow-up Luxite Starburst at half-power with every decision. It even gives Re-attack and inherited movement, behaving like an instant skill, under PoO. |
| Base Skill | Luxite Starburst | Good repositioning option with fine damage. Largely unused because Fate - Gaze gives the same effects with every decision, just at halved SKLDMG modifier, and Luxite Burst Resonance lets you cast this while also giving auxiliary passives. |
| Loadout | Skills | Notes |
| Max DPS, best played with Liberation help or 5 stars | ![]() | You’re looking at 190% SKLDMG coming from an extremely high MATK unit, plus collisions, alongside powerful buff support. The best ways to enhance her damage are generally crit rate + CRTDMG for her and vulnerabilities on enemies. |
| Comfiest build at low star levels | ![]() | Before her stacks become their own perpetual motion machine, this will give you the most reliably solid returns. |
| CC resistance | ![]() ![]() | This is the best build for killing bosses with immunities without sacrificing buffs. OR If your team comp already covers the buffs well enough without her, you can trade her core passive for more repositioning and damage. |
| Pure support | ![]() | ![]() Could also run (or if lacking Castalia) for group TP |
| Weapons | ||||
| Best⭐ | Destiny’s Grip | Grants two unique vulnerabilities: One raises the wielder’s damage and crit rate against the target, and the other increases the target’s collision damage, all up to 20%. These are massive. It also has the same MATK per stars scaling as Diffusing Prism. | ||
| DPS | Diffusing Prism | Second-best DPS option | ||
| Support | Reorganized Cube | Every ally that takes a hit gets a small cleanse. | ||
| Support | Nightmare Puppet | Can apply it by collisions with Luxite Gravity. | ||
| Trinket | ||||
| Best⭐ | Blood Luxite Amulet | Best DPS, but not much more than SoJ | ||
| Best⭐ | Shield of Justice | Adding some survivability can help, but this is mainly chosen for the ATK stat. If you lack this at high stars, replace it with another stat stick. | ||
| Support | Wild Spice Vial | At 5 stars, this can add some cleansing, converting debuffs to random lv2 buffs, to every attack that hits allies. | ||
| Tarots | ||||
| Best⭐ | Magician | will produce the best damage in general | ||
| Best⭐ | Devil | provides more than Magician if you get enough stacks before you actually need her damage | ||
| DPS | Justice | DPS cope option | ||
| Support | Empress | can add some cleansing, converting debuffs to random lv1 buffs, to every attack that hits allies | ||
| Engraving | ||||
| Best | ![]() | stats | ||
| Unit/Skill/Buff Interactions | ||
| Hit teammates | She damages allies very lightly with her attacks, and this can trigger many reactions, passives, trait effects, et cetera. | |
| Liberation | Stacks greater than 5 (10% crit rate) get converted 1:1 to Artificial Prime Sigil stacks, and she otherwise never spends them, so any Liberation support gives her a permanent DPS boost and helps fuel her super mode. | |
| Immunities | Shahnaz interacts with teleportation and knockbacks a lot, which makes immunities that are common among most elite/boss units sound like a major problem. Luxite Burst Resonance and Fate - Gaze both provide counters, though: The former increases her MATK a lot against such targets, and the latter applies a mark that causes such targets to never lose Luxite Gravity and automatically suffer its effects once/turn. | |
| Redundancy | If you get Luxite Burst Resonance, there is never a need to take the base Luxite Starburst again, since the former is just the latter plus some passives. | |
| Date | Comments/Retrospection/Examination |
| 7/15/26 | Heshan + Shanaz . These two are expected to have the most long-term value. Heshan fulfills the important crit rate/CRTDMG support role with great role compression in healing/piercing as well, effectively being the gateway unit into the new highest ceilings of buffed damage. Shahnaz is the true and undisputed T0 of the arc, offering tactical reposition options like Yserinde, but also having the AOE damage of SPSam, but with a higher invested ceiling, and also being an Aggression faction unit, pairing with the latter well. While both Heshan and Shahnaz utilize Liberation stacks, neither of them depend on them enough that they require Lukamar and operate well independently, making them a viable separate set from Luka/Shams in case you want to be more economical with your pulls. |
| Selina (UnderDog) | Stars | Tier: 1.5 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐⭐ | 3 stars gives her +1 movement M DEF 2 down, Speed down 2 & vul 1 & +1 starting nrg While 4 stars gives vul 2 and +2 starting nrg also boost her phy by 5% more then 3stars. (15%) The +2 NRG allows Selina have sufficient NRG for her second nuke turn 3, assuming she uses Luxite Swordmark turn 2 |
| Recommended | ⭐⭐⭐⭐ | 5 Stars feels a bit expensive for just 15% Crit/Crit dmg to mobs slower than you |
| Role/Faction | ![]() ![]() ![]() Mobile Magic Dps/Union Support |
| Reasoning | Tentatively, Selina’s value is probably not in providing toolbox options to clutch a stage’s success, but rather offering different stages of high offensive potential output and a strong presence around other Union members who compliment her. Her Union/Aggression faction also allows her to fit in smoothly with two top tier characters, namely Camelot, who provides a potent Union aura, and SP Samantha, who provides a stellar Aggression aura. Her gameplay consists of high magic AoE damage, similar to a mage, but in a tanky frame and providing various utilities. At a baseline she can deal 260% turn 1, followed by one additional cast of 130% at the start of her next turn, and provided she has some outside shield support, can apply another 130% on the first turn, for a total of 4 casts of 130%, totaling 520% (360% with 4+ mobs). Though the 4th cast through outside support is largely superfluous and unneeded given her base damage. Essentially, without outside support, she can deal 390%(270% with 4+ mobs) in a single turn action economy, while providing your entire team 100% shields for 1 turn, reducing the cooldown of Union members (she goes last). Edit: She has also been bug fixed and Wand+Cup works on her properly, allowing her to use her -CDR skill twice, drastically improving the potential of Union. Edit: Selina’s page has been updated 12/21/2025 TLDR about Selina, she is a AoE Magic nuker that nukes every other turn as a baseline, but when supported with NRG/Shield support, has a relatively high ceiling for AoE damage. Unlike most other AoE magic units, Selina has significant Buffs and Debuff support. She can apply -[M.DEF 2], -[SPD II], -[Vuln]2, dispels 2 [Attribute] buffs, [🛑Attribute Buffs], -[Move I] on enemies just by attacking and buffs Union allies with “[Move I], [SPD II], [ATK II], and all allies in general gain 100% phys shields for 1 turn and have their CDs reduced by 1. |
| Strengths | Weaknesses |
| High baseline output and high potential ceiling through “casual” side support’ High physical bulk and immune to interruption Can apply -M.Def2,-Speed2, and Vuln 2 before attacking Can move 6 tiles Can provide 100% shields to allies for a turn, while reducing the cooldowns of Union allies by -1 or -2 with Wand+Cup while giving them SPD 2 ATK 2 MOVE 1. Is an Aggression faction, so she benefits from SP Sam's Aura, is Union so she benefits from Camelot’s Aura, and is Drifter, so she benefits from Clara's Aura. | Extremely slow for a high mobility seeker, but intentionally designed to be so for other units to provide shield support to increase her stacks or for Selina herself to go after them to reduce CDs. Bad [Act Again] candidate unless she's able to skip her preparation which is a bit difficult without Clara or other shield giving support. Requires 4 star to even be self sufficient in terms of NRG, and cant spam her nuke every turn without NRG support. (Basic cadence is nuking every other turn) Lacks Built in PATK buffs in kit to really boost her baseline damage over all |
| Skills | Reasoning | |
| Rank 11 | All preparations Complete | Another filler, never used |
| Rank 9 | Divine Verdict | The multiplier is deceptively low since it's also accounting for the fact it is AoE, does more damage on the center, and can echo for an additional cast, making its total damage comparable to a regular skill |
| Rank 7 | Sword Inscription | The skill is a 3 choice toggled buff. In most cases, especially post 4 stars, you run “Swift Swordmark”, because it does high baseline damage reliably in the same turn it is cast. “Echo Swordmark” is better when Selina has sufficient crit and P.ATK buffs that make the 50% bonuses from “Swift Swordmark” somewhat redundant. Even greater in potential when you have proper shield granting support like Clara, who can allow Selina to get a 4th cast of “Starfall Wrath” off, doing a total net damage higher than what “Swift Swordmark” can do. “Luxite Swordmark” is used during offturns to restore NRG and reduce CDs on “Knights Oath” to cycle faster. It grants you 1 NRG every time you gain an instance of her stacks, regardless of amount. If Selina has at least 25% shields at the end of her turn after gaining a shield, she will gain a net of +2 NRG from “Luxite Swordmark”. Combined with her natural NRG regen, this leaves her requiring +1 NRG below 5 stars, as after 4 stars, she is covered for turns 1 and 3. Once you have Shanaz or Clara, you can simply trigger Selina’s reaction or grant her a shield and it will cover the +1 NRG needed. |
| Rank 5 | Luminous edges | Good defensive reaction that also grants her a combo stack aside from shields. Can also be triggered by allies like Shanaz |
| Rank 3 | ![]() Knight’s Oath (castalia) Holy Sword- Starfall Wrath | “Knights Oath” is crucial to her Turn 1 because it allows her to instantly gain the 5 stacks she needs to skip her “Combo Preparation”. It also reduces CDs of all unions by 1 and provides additional buffs for Union allies. Can be reset and used again with Engraving Resonance. Starfall is her primary offensive nuke and should be taken by default. |
| Rank 1 | Attack command | Filler skill, never used |
| Base Skill | Holy Sword Full Moon | A low multi skill that provides her stack generation/Atk2/Crit2 and also grants her significant DR and a passive to jump over objects/allies like Miguel. I'm not entirely sure where this skill has a place, since SoJ fulfills her entire need for any sort of shield generation for offensive use. The only case I see this skill being used is in a pure support/survability setup. I can also see it being competitive with her instant team shield/cdr skill in some scenarios. This skill also regenerates only 20% shields, but of both Physical AND Magic. |
| Loadout | Skills | Notes |
| General | ![]() | Standard loadout. Big damage |
| Starter loadout | ![]() | Best for new players who are pulling her and lack the supports to use her fully. |
| Weapons | ||||
| Best⭐ | Selina sig | BiS because it helps with her shield stacking and boosts her magic DMG. | ||
| Optional 1 | Feast Axe | Best option outside of sig | ||
| Optional 2 | Tuning Hammer | Dispel support. | ||
| Good | Gale Sword | Good option when using her first and second stance and best when skipping or having a lot of stacks to keep her echo within her turn as that will give gale sword full usage. | ||
| Knockback | denial | Selina ult causes a lots of KB so its good for just those use cases | ||
| Trinket | ||||
| Best⭐ | Blood Luxite Amluet | Will give the biggest dmg boost. | ||
| Best⭐ | SoJ | Best for giving herself sustain on her shield stacking mechanic. | ||
| Optional 1 | Hourglass | Stat stick | ||
| Tarots | ||||
| Best⭐ | Magican | Will give the best dmg | ||
| Optional 1 | Justice | Consistent Crits | ||
| Engraving | ||||
| Best | ![]() | Best when supporting union comp | ||
| Best | ![]() | Stats and best overall | ||
| Unit/Skill/Buff Interactions | ||
| Shahnaz | Can trigger her reaction | |
| Date | Comments/Retrospection/Examination |
| 5/23/26 | Selina offers SP Sam levels of magic damage, but with narrower coverage but higher consistency potential due to a lack of a cooldown on her primary nuke. |
| Shams | Stars | Tier: 1.5 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐ OR ⭐⭐⭐⭐ | While 3 star is his first breakpoint. 4* is particularly meaningful as it removes the healing restriction, allowing him to heal above 30% HP without having to run his defensive passive skill |
| Recommended | ⭐⭐⭐⭐⭐ | Less built in cd for his trait which lets him back to back nukes using act again Look at notes for a bit more info on this scroll down. ^^ Instead of every 3 turns its every other turn Shields generation is 70% instant of 50% And 10% more dmg on taunted enemies and 10% DR as well |
| Role/Faction | ![]() ![]() Taunt ST/ST Counter DPS/ST Nuker |
| Reasoning | Elaman brings us the second of the new generation of single target DPS. Shams offers a unit with solid means of getting into the frontlines and setting himself up both offensively and defensively with counterattack stances and a challenged target. In practice, he plays by sacrificing his life down to 30% and gaining a large amount of shields, and getting near a preferred target (usually an Elite/Boss) in order to activate a “challenged” debuff, that forces him to prioritize that unit when a counterattack is triggered until it is dead, after which the counters behave normally. While unfortunately the counters are not AoE, his general loadout skill can be enhanced with 10 Liberation stacks to have up to 4 stacks of the buff, which gives him substantially more total counters and +4 to counter range. Overall, his auto is good and his playstyle is face tanking countering or just jumping and bombing you, his extreme ST damage and bulk can offer some of the best unconditional ST and frontlining in the few cases it is needed. 4/30/26 His auto is now good. as of a recent update that fixed jump skill on auto |
| Units that Support Shams with Debuffs and Liberation stacks. | ||
| Core For Unit | ![]() ![]() | |
| Others. | ![]() ![]() | |
| Strengths | Weaknesses |
| Disgustingly high and minimally conditional ST damage makes him a priority use in cases where you need elites to go down His effective hp is much higher than his base hp, due to the strong shield stacking ability + Shield regeneration and damage mitigation shield is broken. Also has high DR on all fronts (Piercing / Raw). He can apply -P.DEF3 in an 3x2 AoE as well as an alternative unique Vuln debuff called “shattered shackles”, up to 18% by himself which caps at a max of 30% He has a 4 tile leap is instant if cast at 10 stacks and can be used once every round If there is a challenger nearby or defeated and until the start of the next turn, he gains up to 25% DMG, 15% ATK/DEF, and 25% decreased damage taken | Requires Liberation stack givers for maximum turn to turn smoothness at all star levels. He can not taunt in an AoE, leaving his counters to be left to natural Aggro He is susceptible to having his shields dispelled and generally requires either having his defensive passive equipped or his lifesteal basic attack to survive general mobbing circumstances. Also, not having his defensive passive equipped results in him being strictly unable to heal above 30% of his max hp every few turns except at 4 stars and above. Pretty Low movement without his Jump Skill slotted |
| Skills | Reasoning | |
| Rank 11 | Insight | Neither skill is desirable to use and are entirely filler passives |
| Rank 9 | ![]() Sandfall Breach OR Feverish Attack | Left skill- This basic adds 30% DMG when the enemy is controlled or on specific terrain, making it BiS for raw damage output and especially for the ST Nuke oriented build. However survivability will largely depend on external healing or regen from his Rank 7 passive. Right skill- Provides self sufficient healing when countering at the cost of 30% DMG, which in truth isn't that considerable of a loss |
| Rank 7 | ![]() Solar Piercing Imperial Blood Rite (castalia) | Left skill- Core option to properly utilize the ST nuke route, as it allows him to bypass preparation when using his trait skill This move also adds 1 additional Counter Strike buff to Gladiator’s Strike. When conditions are met. Right skill- This passive provides the crucial ability to heal above 30% HP pre 4 stars and grants him regen/mitigation, making it a great slot in for the counter focused build plus when you are 4* you get 30% more healing. |
| Rank 5 | Sigil’s Protection | Left skill- X Right skill- The obvious choice for important Dmg mitigation |
| Rank 3 | ![]() Dawn’s Resurgence Gathered radiance | Left skill- Provides a similar utility to his Rank 7 skill to bypass preparation, but this notably is intended to be a half support option where he can also grant another unit the ability to skip their preparation, such as Caris Right skill- Too niche only good if you dont have Lukamar/Heshan |
| Rank 1 | ![]() Gladiator’s Strike Everburning Sun (castalia) | Left skill- Deals 100% phy st dmg Grants 1 stacks “Gladiator Supreme” and taunts whoever it hits and gives him “Basic Resistance” When you have [Poised and ready] gain 1 stack of “Gladiator Supreme” With 10 stacks of “Liberation” you gain 2 stacks of “Gladiator Supreme” One of his two primary skills that grants him 1-3-4 stacks of counters depending on the conditions and is the preferred skill to use in general Right skill- Prepare for 1 turn, then deal 180% damage inflict Move down -3, as well as Taunt and apply Challenger on the target Self gains “Basic Resistance” and 1 stack of “Gladiator Supreme” With 10 stacks of “Liberation” , increase the skill’s damage multiplier and physical attack by 100% for this attack. “Gladiator Supreme” lets shams counter according to the number of stacks. Gives additional buffs like counter range counter procs counter dmg mod and PAtk buff when all conditions are filled Basic Resistance - reduces HP% piercing dmg by 50% and is is immune to all crowd control |
| Base Skill & Trait Skill | ![]() Earthshatter blaze Sigil-Full Liberation | High Mobility Jump with inflict Pdef 3 down in 3x2 with unique 8% vul that stacks up to 30% ( he's about to get up to 16% solo) Gains 10 stacks of Liberation lowers HP to 30% and gains Phy/Magic shields up to 70% of his hp Has a built in CD changes according to Trait. |
| Loadout | Skills | Notes |
| Counter Set up | ![]() | ![]() This skill over this if you want the highest counter count/dmg but you will lose [shattered shackles] debuff and Mobility. |
| On turn ST nuke | ![]() | Big Fat On turn nuke best played with Lukamar/Heshan |
| No Heshan/ Lukamar cope | ![]() ![]() | It's gonna feel crappy cuz it is but hey you dont have Lukamar or Heshan this is the best cope . Cant run his jump skill at all with this build so you will lack movement. |
| Weapons | ||||
| Best⭐ | Undying Flame | Best weapon for him 40% for both crit and crit dmg. Its even better then most options at 2-3* | ||
| Situational | Hammer Dragon Rise | For counter build gives +1 and life steal pretty good for when hes 4*+ or has (Imperial Blood Rite) equipped | ||
| Optional 1 | Gale sword | It's good if you're keeping his stacks at max for him to be able to (Earthshatter blaze) every turn which in turn lets his big nuke have the crit dmg buff. Still this weapon doesnt beat out his sig. | ||
| Optional 2 | ![]() Tuning hammer/Hollow | Only real F2p options for his playstyle | ||
| Trinket | ||||
| Best | ![]() ![]() ![]() ![]() Memory of Teeth/SoJ/Hourglass/Cage Mask/ Thorny Ring Etc | Any stat stick works Note- cage mask is only good if you're not getting hit on the magic side. | ||
| Best Situational ⭐ | Crystal burst | Counter build only will out dps all others. | ||
| Tarots | ||||
| Best⭐ | Justice | Consistent Crits | ||
| Best⭐ | Hiero | Will give the highest ST dmg when criting no longer a problem | ||
| Optional 1 | Tower | Good for Counter build | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
![]() | Can be given to allies to bypass prep set up. | |
![]() + | When using ACT Again from Inna SP it is best to save his trait for his second turn as it will allow you to bypass his PREP time and just nuke this works well with “Everburning Sun” nuke set up. Keep in mind you will need lukamar/ Heshan for this set up to be at Maximum Efficiency. | |
| Date | Comments/Retrospection/Examination |
| 4/17/26 | Lukamar + Shams. These two are synonymous due to their strong synergy and covering the ST role among the Elaman units. Proven use in ToA, but outside of it there is still a lack of ST content. However both Luka and Shams can be utilized in general play to a less efficient extent, making them solid pulls for accounts looking to expand their options. |
| Safiyyah | Stars | Tier: 3 Ascension: ❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | 2 marks at start of turn, finally competent damage |
| Recommended | ⭐⭐⭐⭐⭐ | Vastly increased range on mark application, better duration, damage lets do “armguard + fortune aoe = kill” on non immune targets |
| Role/Faction | ![]() ![]() Jack of all Trades/DPS |
| Reasoning | Extremely versatile unit, enabling otherwise impossible plays through interaction with the board and adapting to map at hand. She offers a unique playstyle of expressing damage indirectly through her trait that ignores defense and providing other units better agency and a means of improving Saffiyah’s own damage output. To put her into perspective, she can deal 32% of an enemies max HP(capped at 200% of her Atk) multiple times a turn, amplify ally ATK against marked enemies by 15%, create a Summon unit that can swap tiles with an ally with exceptionally far range or deal damage itself, change her own class temporarily to bypass class role weaknesses, and has a skill that can provide infinite dodge for a turn and AoE attacks returned for every dodge. Unfortunately due to common boss/mutation restrictions on her trait, substantially reducing its potency and better DPS units released, her competitive value has largely diminished. |
| Strengths | Weaknesses |
| Trait damage is considered HP% and physical but NOT piercing. Ignores def, but not shields. Procs on things like armguard, homa bird (“Barul attack” skill), fortune tarot AoE and also benefits from dmg mod and crit dmg mod bonuses (but not role advantage), HM agent body swap means Safiyyah has the highest effective reach for board interaction and moving npcs/allies AoE vuln 2 on “Shadowless Blade” Anti-Espionage Order applies both M.Def2 and P.Def2 debuffs on agent summon skill H.M Commander is a unique role change skill to circumvent role weakness and/or gain role counter, drastically increasing damage Overall, one of the most versatile units in the game | As time goes, struggles with dps, Sp Safiyyah basic is almost mandatory for competitive usage HP% full/partial immunities limit her dmg output Role change skill is limited : skill tree effects are not applied, trait dmg not affected by role advantage |
| Skills | Reasoning | |
| Rank 11 | Weapon Eroder | Good for mutation environments and stage soloing |
| Rank 9 | Team Attack | Allows smoother follow up with its speed buff |
| Rank 7 | ![]() Anti-Espionage Order H.M Commander(castalia) | Both skills see regular use in different scenarios. In general play the summon is quite strong and can teleport units to more favorable positions. H.M commander is a fantastic offensive boost during Bossing |
| Rank 5 | Blade Chase | Helps proc her trait out of turn through allies |
| Rank 3 | ![]() Shadowless Blade Tactics Adjustment(Can castalia) | Shadowless Blade allows her to solo and cheese various stages. Tactics adjustment offers a means of dealing substantial damage through class difference damage bonuses; particularly useful against defenders |
| Rank 1 | Settlement of the Hanged Man | Useful execution passive that triggers fairly often until much higher investment |
| Loadout | Skills | Notes |
| General | ![]() | The basic is Saff alt inheritable you can use her basic spd3 one but having free follow up is just better with more range. Otherwise this is dodge spam build - her bread and butter. |
| Support | ![]() | Hangman's aura gives a 15% atk buff to all allies when hitting marked enemies Role change for more dps and survivability and summon for dps/ reposition |
| Boss | ![]() | This a good build for st bosses |
![]() | Inheritable skill from SP Safiyyah- |
| Weapons | ||||
| Best | Voids Stabs | Best dmg booster | ||
| Trinket | ||||
| Best | ![]() Armband/Roaring Flint | Both trigger her trait | ||
| Tarots | ||||
| Best | Fortune | Triggers her trait | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Joint Strike | Just like SP saffiyah. This basic attack is able to proc some trait passives like agata’s | |
| Date | Comments/Retrospection/Examination |
| Saffiyah - SP | Stars | Tier: 2 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐⭐ | Unlocks LV2 Buffs, 15% ATK mark. Good stopping point |
| Recommended | ⭐⭐⭐⭐⭐ | Gives 2 LV2 buffs now, decreasing the randomness. Run if there is no higher priority. |
| Role/Faction | ![]() ![]() ![]() Assisting attack/buff Support with some DPS on the side |
| Reasoning | SP Safiyyah's value is provided through being able to grant all T2 Buffs except Crit 2 to most of your units easily, a 15% ATK increase against marked enemies from her trait, being the BiS user of Nocturnal glow which grants a unique 15%DMG buff, offering fantastic mapwide passive healing every turn, providing tactical repositioning, adding a 100% DMG additional attack for ST targets, a 25% amplification of all Alert and Assisting attacks, access to Co-buffs(5-15%ATK,10-40%DEF), and being out to output substantial damage through Trump Tactics using her team’s stats. Her Assault Order and Trump tactics being basic attacks also provides the beneficial unique characteristics of your ally unit’s basic attacks. Very few units can so drastically improve the overall output and ceiling of a team and fill multiple support angles so effectively. Future unit releases however are demanding in terms of NRG supply and CD reduction, which she doesn’t provide, relegating her as a second choice in mobbing stages. But as long as there are bosses in the game, SP Safiyyah will be your best ally. |
| Strengths | Weaknesses |
| Has a high statistical chance to provide all T2 buffs through a combination of Frontline Deployment, Fortune procs, Thorough Deliberation, Assault Order, etc. Great action economy through being able to always heal + buff some at the end of the turn while also contributing damage Global passive healing for two allies at the end of her turn Best user of her signature weapon that provides a unique 15% damage buff Trump Tactics scales with the strength of your team while also enhancing their stats and damage output significantly at higher stars Does Not need OG saffiyah inheritable reaction to function Will elevate ST through Assault Order which adds another attack at the end of any ST attack with a 100% multiplier Enhances assist/alert damage by 15-25% through [Mobile Mark] Able to move one ally 5 tiles without spending a turn. Makes for great board manipulation. However this skill still triggers traps, alerts, ground effects, etc. | Ideally wants both high level sig 3* and 4 stars for her. Less effective against non-stationary and Mob-Gated bosses The randomness of the buffs given and how units are chosen for Thorough Deliberation/Fortune procs can sometimes be inconsistent Mobile Trump Tactics does not grant lvl 2 buffs from her trait |
| Skills | Reasoning | |
| Rank 11 | Trump Tactics | Has a high potential of 200% damage among nearby allies and has no cooldown. Rebirth is far too niche |
| Rank 9 | Joint Strike | Applies mobile mark, triggers trait on an ally, and can deal solid damage with an ally |
| Rank 7 | Together With You | Co-Buff is great and it also triggers her trait in an AoE |
| Rank 5 | Battlefield Healing | While both are fairly mediocre and her reaction from her OG is better, at least battlefield healing can trigger her trait for buffs |
| Rank 3 | Thorough Deliberation | The heal is fantastic and is her main method of team healing. ”Sniper Cover Me” is too niche |
| Rank 1 | Frontline Deployment | Useful instant skill that triggers her trait |
| Loadout | Skills | Notes |
| General | ![]() | SP Safiyyah isn’t suited for general play, but isn’t bad either. This build makes her a LV2 rebuffing machine. The Frontline Deployment can be useful. |
| Boss | ![]() | In bossing setup, SP Safiyyah relies on her allies to deal high damage while providing all the important buffs, including [Nocturnal Glow] |
![]() | Inheritable skill from Safiyyah- |
| Weapons | ||||
| Best | Nocturnal Glow | Best sig in the game for support. | ||
| Optional 1 | Newborn Blade | Cope | ||
| Trinket | ||||
| Best | Scrolls of Auguste | Procs Nocturnal | ||
| Best | Anything | No best outside of this | ||
| Tarots | ||||
| Best | Fortune | Doesn’t proc nocturnal, but procs trait | ||
| Engraving | ||||
| Best | ![]() | Cd reset | ||
| Unit/Skill/Buff Interactions | ||
| Assist follow ups. | Saff Sp Trump Tactics & Joint Strike are able to proc certain traits like agata’s | |
| Date | Comments/Retrospection/Examination |
| S amantha | Stars | Tier: Fun Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐ | Maintains all her function at 1 Star |
| Recommended | ⭐⭐ | Increases trait trigger rate to 3. Any more is fairly unreasonable because Samantha likely won't be forced to trigger this so many times |
| Role/Faction | ![]() ![]() Healer/support |
| Reasoning | Future units get away from the inherent weakness of heals. That is, if you aren’t injured, it has no game impact whatsoever. The more developed an account is, the less healing is valued in a support “alone”. Many other new units often have inherent unique damage bonuses or a myriad of other buffs coupled with the added ability to heal, however in Samantha’s case, she leans in a terrible hybrid of healing and a failed attempt at a damage build. Her stats as a watcher are incredibly mediocre, and she offers little to nothing valuable that other supports can not do better. |
| Post Ascension | Boosted her trait range by 2 each trigger lowers her cd’s by 1 max of 2 per turn |
| Strengths | Weaknesses |
| Her ST healing can be fairly good against countering enemy ST attacks, especially a barrage of them since it is only limited by your NRG, or during her Ult it has no cost Sacred Sanctuary has no cds with her rank 13 which gives the party DMG RES 3 and HEALING up 3 | Healing and reaction [Resolve] requires and expends a ridiculous amount of NRG just to perform Her offensive skills conflict in choosing her support abilities, and serve mostly to simply aid in a pseudo support capacity such as through gaining NRG or dispelling buffs. Lacks team buffing |
| Skills | Reasoning | |
| Rank 11 | Sacred Sanctuary | Good skill that drastically improves her healing output while removing the NRG cost for 1 turn on top of providing good damage reduction to the team |
| Rank 9 | Invigorating Strike | Samantha heals enough. Her main restriction is NRG so its better to take Invig |
| Rank 7 | Light of Celestial Purge | Dispels enemy buffs in a large AoE. Enemy Buffs are common so this is good |
| Rank 5 | Devout Faith | Allows her to survive in emergencies if you have NRG |
| Rank 3 | ![]() Radiant Stamp Divine Wrath(Can castalia) | Radiant Stamp is her only offensive buff she grants, and it's a decent active heal skill. Divine Wrath can be used occasionally to top her off with NRG |
| Rank 1 | NRG Restoration | She is starved for NRG so this helps |
| Loadout | Skills | Notes |
| General | ![]() ![]() ![]() ![]() ![]() ![]() or | Healer |
From Sp Samantha | ![]() |
| Weapons | ||||
| Best | Reorganized Cube | Best for healers | ||
| Trinket | ||||
| Best | Cooling | Best for healers | ||
| Tarots | ||||
| Best | Empress | She needs dispels so this helps | ||
| Optional 1 | Priestess | Best for boost her heals | ||
| Engraving | ||||
| Best | ![]() | Cd reset/nrg refund | ||
| Best | ![]() | Best for max heals | ||
| Date | Comments/Retrospection/Examination |
| Sp Samantha - Everglow | Stars | Tier: 1 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | Grants [Glorious Watch] state at the start of battle, allowing allies to apply [Judgement Brand] on enemies before her first turn |
| Recommended | ⭐⭐⭐⭐⭐ | [Glorious Watch] range is expanded to the whole field. |
| Role/Faction | ![]() ![]() AoE DPS/Nuker |
| Reasoning | AoE clearing is a competitive and yet straightforward role in the meta, defined simply by how many units you can affect, how well are the damage multipliers, and how often you can deal damage. In the past, AoE’s were heavily gated behind turn preparation or low multipliers. SP Samantha is the culmination of power creep in this regard, having large aoe’s including a global reach on her brand trigger at 5 stars, high multipliers, and a consistent baseline of damage once you can maintain Radiant Watch easily. While her Alert and Ultimate have 3 turn cooldowns, she can easily substitute her ult for one of her AoE’s with no cooldown or simply utilize banner, which is a normal pairing in mobbing to Alert/Ult every other turn. Overall her extensive reach and a mechanic + Aura puts her at the head of the entire Aggression faction that further improves hers and allies ability to output AoE. As long as direct AoE damage remains viable, she will likely be instantly drafted as a first priority pick |
| Strengths | Weaknesses |
| Highest total AoE potential 100% trait 220% aoe on st. Large Aoe alert that disrupts enemy actions in surrounding tiles Best Aggression faction Leader Aura to date. 10% skill mod and 20% aoe dmg up Unique 10% Vulnerability debuff (15% for AoE) Versatile nuke that adjusts itself to ST or AoE scenarios Has very high crit 15% at 3* & 50% at 5* against branded enemies | 3 CD on both her core skills Wants other aggression/papal units to spread mark while on down time to maximize value |
| Skills | Reasoning | |
| Rank 11 | Oath to End All Evil | An extremely powerful nuke with a massive radius is enough said. Energy Wave Cannon is simply a debuff skill that isn’t worth slotting because it contests with her highly competitive skills and SP Samantha’s role should be to deal damage, not debuff |
| Rank 9 | Light of Sanction | There is no scenario you would ever take Scorching Attack. Light of Sanction has further range and is AoE so it procs her own trait, while Scorching does not |
| Rank 7 | ![]() Judgement Sanctum Will to Cleanse all Foul (castalia) | Both skills should be taken with no question. Her “Judgement Sanctum” is the strongest alert in the game in both damage and crowd control and her Aggression Aura is finally on a unit you would draft in most scenarios and strengthens AoE units for faction members substantially as well as her own damage. |
| Rank 5 | NRG Recovery | Somewhat of a personal preference here, but NRG Recovery seems more desirable |
| Rank 3 | Prayer of Devotion | “Prayer of Devotion” is purely a support skill, however it is an instant that provides the uncommon Immobilization resistance,healing, and Radiant Watch, allowing early game complete uptime on her maximum trait damage. Sacred Flame is unfortunately not worth taking due to its high NRG cost for a small AoE. Her default skill Light of Judgement has superior coverage at one less cost. Her total damage often dealt is far better even with the lower multiplier |
| Rank 1 | NRG Restoration | She generally does not run the NRG sustain skill because it comes at the cost of losing her powerful Aura. However her other skill has even less value |
| Loadout | Skills | Notes |
| General | ![]() | Less cooldown dependent and better consistency since she kills everything anyway. Good for auto and general play. Her nuke is not necessary for general play because it overkills, but it doesn't hurt to use it. You need the alert because it triggers Radiant watch, which the nuke also does. |
| General 2 | ![]() | For big damage and harder content. |
| General 3 | ![]() | ![]() Bit of Support with dps Can swap the reaction for or if no sp reaction |
| 5 Star | ![]() | She gets on additional NRG at 5, allowing her to sustain both her Nuke and Laser in the same build. |
| Support. | ![]() | Full support Sam SP build Can replace Mdef 3 down for if needed just mix and match to your needs. |
Inherited from OG Samantha | ![]() |
| Weapons | ||||
| Best | The Light That Purges All Evil | Best dmg boost up to 15% from prism | ||
| Optional 1 | Diffusing Prism | Best option beside sig | ||
| Trinket | ||||
| Best | Blood Luxite amulet | Best dmg boost | ||
| Usable | Hourglass | Any Stats Stick works | ||
| Tarots | ||||
| Best | Magician | Gives the biggest dmg boost. | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Optional | ![]() | Reset cds | ||
| Unit/Skill/Buff Interactions | ||
| Date | Comments/Retrospection/Examination |
| Senshi - Collab Unit | Stars | Tier: Fun Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | The event provides a free means of 3 star |
| Recommended | ⭐⭐⭐ | It is difficult to recommend putting him in the shard farm. However if you do, it would be to 5 stars to increase his happiness consistency. Can be a valuable investment for new players, especially considering Senshi will easily reach 3 stars for free. |
| Role/Faction | ![]() ![]() ![]() Support Tank/DPS |
| Reasoning | Senshi’s playstyle consists of placing food pot objects that he can move around that heals some hp and grants a chance for the Happiness Buff(-1NRG cost, -1CD for next skill used) at the end of the turn and building “Satisfaction” stacks which grant 30% DMG for one hit per stack up to 6. His Happiness buff timing is notably the opposite of Cocoa who provides Happiness at the beginning of turns. While this has varying benefits opposed to Cocoa, Senshi himself is largely lacking in most of his kit. Despite being a breaker, he can only output one good hit against a ST after building stacks, his pot healing is mediocre, and the buffs he grants are largely non-unique. By F2P standards, especially for newer accounts, he is actually a fairly solid unit, as it allows access to a Cocoa-esque unit with convenient buffs. Edit: As of 8/25/2025, we have discovered the fullness debuff check occurs prior to the debuff expiration resulting in a 3 turn cooldown on the happiness. Moreover, since the debuff blocks out access to the healing as well, he can only heal once every 3 turns as well, making him a very mediocre unit as he can't sustain his own health when block swapping compared to cocoa who can heal on getting hit as well as having no cooldown innately on her happiness application. |
| Strengths | Weaknesses |
| Unlike Cocoa ’s happiness, Senshi’s is applied at the end of turn and thus can interact with start of turn effects. This is very beneficial for trinkets like Guardian of Justice(Sig) or trait passives like Yserinde ’s Senshi Pot Drop can stack meaning the happiness chance from each pot is counted individually. | Happiness only applies at a 100% chance at 5 stars Can only deal decent damage to one target every so often Pot Healing is mediocre Small aoe on pots When you get happiness from pot, you’re penalized by 2-turn “Fullness” debuff which doesn’t let you benefit from pot again. Fullness check happens before it counts down. So despite pot applying at the end of turn, you can’t enjoy it on the turn where you have “fullness” at 1. Effectively it leads to “once per 3 turns” rather than “once per 2 turns” pot uses at max stars. This might be a bug. |
| Skills | Reasoning | |
| Rank 11 | Iron Pot | Allows Senshi to turn his character and makes him bulkier, as well as granting him 3 Satisfaction stacks |
| Rank 9 | Powerful Attack | Powerful attack is better because of its higher multiplier benefitting from Senshi’s DMG stacking mechanic. However realistically you are still using his default attack “Pot Slam” as a support as it grants “Act Again” when hitting an item unless you are utilizing “Power Attack” as your skill to expend his “Satisfaction” stacks |
| Rank 7 | Smell of Cooking | “Smell of Cooking” provides a passive stat aura for allies and a stat debuff for enemies. It provides important persisting value for [Cuisine] during their downtime and is recommended to have equipped. The minor NRG sustain is nice as well |
| Rank 5 | Eat Well | “Eat Well” grants a Senshi block, which is an important source of damage reduction. The block is also increased to 100% near [Cuisine] and the DR increased, on top of that, provides infinite [Assisting Cover] for nearby allies Dwarf Blood is for those rarer circumstances where magic mitigation is important |
| Rank 3 | ![]() It’s Mealtime! Responsibility(castalia) | “Responsibility” directs alters “Mealtime”, so naturally you take the latter first, then castalia “Responsibility”. “Mealtime” is mandatory for Senshi to summon additional [Cuisine] aside from the one summoned at the start of battle. “Responsibility” removes the turn skip penalty and gives Senshi Stacks, and good crit buffs if he didn't attack that turn, helping him prep for a big attack the following turn |
| Rank 1 | Sweeping Bash | Although Co-Attack can grant up to 30% Atk, Senshi has no other AoE options other than Sweeping Bash. Limiting his offensive turns purely to a single attack feels weak and ineffective. Total net damage is higher with singular larger damage AoE attacks than a slightly stronger single attack. Despite this, Senshi largely has little room to utilize either skill. |
| Loadout | Skills | Notes |
| General | ![]() Or | First build is a pure support loadout that revolves entirely around his [Cuisine] The second loadout combines his [Cuisine] with AoE output during support downtime after getting the offensive buffs from “Responsibility”. Turn 1 you cast “Mealtime” and trigger the offensive buffs from “Responsibility”. Then turn 2 you deal AoE damage. |
| Post Rank 13 | ![]() | This loadout makes Senshi alternate between an effective defensive turn and a stronger offensive turn with 5x stacks the following turn. His lack of ability to summon another [Cuisine] means he is depending on having his R13, as it prevents HP deterioration of his first [Cuisine] summoned at the start of the battle to provide the support while it lasts. By casting “Iron Pot”, you gain substantial additional DR when blocking through his reaction, and also gains 3 stacks of [Satisfaction] and another 2 stacks from “Responsibility”, as well as [Crit2] and [DMG2] since he didn't attack the turn casting “Iron Pot” |
| Weapons | ||||
| Best | Tuning Hammer | Dispel support | ||
| Optional 1 | Brutal Axe | Boost his hp which helps with tanking. | ||
| Trinket | ||||
| Best | Crystal Burst Armor | Boost HP which boosts his bulk. | ||
| Tarots | ||||
| Best | ![]() ![]() | Can really use any tarot just pick what's best for the job. | ||
| Engraving | ||||
| Best | ![]() | Reset his pots | ||
| Unit/Skill/Buff Interactions | ||
| Pot stacking | Each pot drop has a 30% chance of happiness so the more the better at low stars Outside of 5 stars this is very nice as a technical move. | |
| Date | Comments/Retrospection/Examination |
| Shacklulu | Stars | Tier: 3 Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | 3 stars doubles her trait damage |
| Recommended | ⭐⭐⭐ | 3 stars is where Shacklulu gets the most value until 5 stars. 5 stars however is almost necessary because it provides both NRG sustain and CDR on her important “Grace of Swan” skill, however given her mediocre performance overall, it cant be recommended to go past 3 stars |
| Role/Faction | ![]() ![]() Phys/Piercing DPS |
| Reasoning | Shacklulu and Kiya were removed from Global for a period in order to be refashioned as free rewards for clear reasons. Shack is unfortunately too shard demanding for fairly little return. Even at her peak, her damage is only decent and depends on positioning herself so her abilities mainly deal damage against 1-2 enemies, otherwise her damage is divided too much. Many other units in the meta offer consistent AoE and even better ST options than Shack |
| Post Ascension | Shack gained less CD’s on her critical skills and more dmg output shes not breaking any records for people who have invested in her will be pleasantly happy with her output. 7/6/26 |
| Strengths | Weaknesses |
| Able to weave in and out of combat Hitting an enemy with Curtain and two Swans can deal 200% Phys and 160% piercing damage + 4 infection stacks Has an instant 30% DoT amp skill on a ST With Meditator, Grace of Swan is an easy way to apply Attack 2 Down on enemies and disable their passive skills | Heavily dependent on high stars to deal any decent amount of damage Can not deal good damage in an AoE and requires her AoE targeting to be limited to 1-2 enemies at most Requires 5 star to use Grace of Swan every other turn and to support her large NRG cost on Curtain |
| Skills | Reasoning | |
| Rank 11 | Fancy Footwork | Neither skill is used but Poison Blade Barrage is subpar. You are effectively paying 2 NRG to deal less damage than your own basic attack in exchange for 2 infection stacks on a 3 turn cooldown. Terrible |
| Rank 9 | Graceful Sting | Graceful is reliable damage and applies 3 stacks opposed to 2 from Hypnotic |
| Rank 7 | ![]() Final Curtain Meditator(castalia) | Final curtain is her main offensive skill paired with Grace of the Swan. Meditator provides crucial NRG sustain |
| Rank 5 | Agile Swap | A squishy unit like Shack needs the dodge from Agile Swap rather than a measly 8% DR |
| Rank 3 | ![]() Grace of Swan Bewitched(cast) | Swan is a necessary part of her rotation to maximize triggers from trait Unique st dot debuff. |
| Rank 1 | Predatory Instinct | She is able to easily trigger the requirements for Predatory Instincts due to her phenomenal mobility |
| Loadout | Skills | Notes |
| General | ![]() | Her main loadout |
| Weapons | ||||
| Best | Void stabs | Best sword for her. | ||
| Best | Frostspine Grip | Minor sidegrade and improvement one can receive for free from the Lighthouse | ||
| Trinket | ||||
| Best | SoJ | Any stat stick works | ||
| Tarots | ||||
| Best | Devil | Best stat booster for her. | ||
| Best | ![]() Hangedman/Death | Best for dot/piercing sets | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Date | Comments/Retrospection/Examination |
| Simona | Stars | Tier: Fun Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐ | Performs her job fine at 1 stars |
| Recommended | ⭐ or ⭐⭐⭐ | When [Dying] Simona gains a shield at 3 stars, though her function remains largely the same even at 1 star, making it questionable to even bother investing in |
| Role/Faction | ![]() ![]() Magic AoE DPS/Staller |
| Reasoning | One of the fastest units in the game, her main function is getting into the fight and crowd controlling enemies, either by pushing them off the cliff, slowing them, or freezing enemies. However her low damage output, long cooldowns, and forced 1 CD at the start of the battle has left her outscaled easily and not desirable for either bossing or general play in most circumstances. It doesn't help that many stronger enemies are simply immune to being frozen and knockback. Stall gameplay is also niche |
| Post Ascension | Simona gains a fairly significant boost to both her utility and total damage output through her unique Ascension by allowing her to be the only non-collab unit to be able to spam teamwide physical shields as well as the addition of applying [Frostbite] on enemies and gaining up to 30% generic DMG%. These two bring her finally back into reasonable levels of damage. Unfortunately however, her dash “Ice Assault” and ultimate received no improvements to cooldown and have low downtime, however this can be partially improved through [Resonance] engraving |
| Strengths | Weaknesses |
| Relatively tanky against physical damage Great at stalling enemies with her ice walls which can draw Aggro away from allies and suspend them in ice for a turn to make time to set up High speed allows her to act early and setup Can provide entire team with a shield which is extremely rare With ascension her “ice made armor” skill has no downtime and she applies 1 stack of Frostbites(dot) on the enemies when using any ice move | Most of her abilities except Ice Cone have a cooldown of 3-5 turns and have unforgiving NRG costs while she has no NRG sustain in her kit. Her damage is very slow because her multipliers are all low |
| Skills | Reasoning | |
| Rank 11 | Winter Doomsday | Creates a wall of Ice that can take hits and freeze enemies in the middle. Solid skill |
| Rank 9 | Ice Attack | A basic attack with surprisingly decent damage |
| Rank 7 | Flash Freezing | Flash Freezing is a niche option to lockdown an enemy for two turns. The aura is not worth taking because it is a generic non leader aura |
| Rank 5 | Iceshards | While both reactions are solid, Iceshards procs relatively easily and can completely cripple the movement of an enemy with -Move3 and is boosted in power from her R13, making it the better choice. |
| Rank 3 | ![]() Ice Assault Ice-Made Armor (Can castalia after R13) | Ice Assault provides valuable Damage reduction and a dash to get into position in order for her to use her abilities effectively. It also can contribute a decent amount of damage in itself at higher shield values. Ice-Made Armor ordinarily is a niche optional skill to take, however after her R13 that allows her to use it regularly, it is worth taking up . |
| Rank 1 | Icy Blast | Ice Blast is a great crowd control skill with KB to push enemies off the map or away while slowing them to prevent them getting slower to allies. |
| Loadout | Skills | Notes |
| General | ![]() | Personally I'm of the belief that Simona is either played entirely to just be a lockdown support or as a cope AoE unit with some support on the side. Either way for a general purpose build, I prefer to lean into extracting as much damage as possible. |
| Lockdown | ![]() | Both Doomsday and Flash Freezing offer substantial Crowd Control |
| Weapons | ||||
| Best | Diffusing Prism | Best for dps | ||
| Optional 1 | Starry | Best for Bulk | ||
| Trinket | ||||
| Best | SoJ | Any stat stick works fine. | ||
| Tarots | ||||
| Best | Stars | Boost her phy shields giving | ||
| Engraving | ||||
| Best | ![]() | Reset cd for her Winter Doomsday | ||
| Unit/Skill/Buff Interactions | ||
| Nirvana | Aside from the solid AoE damage boost, it also allows her to apply Ignition for extra damage | |
| Date | Comments/Retrospection/Examination |







































































































































































































































