

Introduction
Meredith (Scylla) is an Epic Wind esper in Dislyte. Meredith (Scylla)'s role is Support. Organization: Esper Union.
On the Dislyte tier list Meredith (Scylla) is A tier, 35th of the 137 espers ranked.
Other Wind espers in Dislyte: Ahmed (Geb), Ain (Ptah), Alolin (Pazuzu), Amir (Enkidu), Arcana (Hermes), Archibald (Mictlantecutli) and 45 more.
Profile
The "Songstress of Miracles" who is guided by Scylla.
Meredith (Scylla)'s birthday is 07-29, and Meredith (Scylla) stands 178cm tall. Meredith (Scylla) likes vegetarian food.
Stats
- HP22nd of 19720,288
- ATK188th of 197804
- DEF52nd of 1971,142
- SPD97th of 197105
- C. RATE10%
- C. DMG150%
- ACC0%
- RESIST20%
At level 60, 6 stars and fully ascended, before relics, Divine Weapon and Resonance. Each bar is measured against the highest value in the Dislyte roster, and the place is out of every esper with that stat.
- HP15,83220,288
- ATK754804
- DEF9101,142
- SPD100105
- C. RATE10%10%
- C. DMG150%150%
- ACC0%0%
- RESIST20%20%
Before relics, Divine Weapon and Resonance.
Healer: Espers who specialize in healing.
Skills
Damage calculator
Sonic Venom
Skill 1Active
Attacks 1 enemy 3 times. Damage per hit: 40% ATK. 45% chance of dispelling 1 buff.
Level 1 and each level-up
Level 1: Attacks 1 enemy 3 times. Damage per hit: 30% ATK. 35% chance of dispelling 1 buff.
- Level 2: Damage increased to 35%
- Level 3: Trigger Chance increased to 40%
- Level 4: Damage increased to 40%
- Level 5: Trigger Chance increased to 45%

Sonic Shield
Skill 2Active, Cooldown 3 turns
Heals 1 ally. Healing: 30% of their Max HP. Grants DEF Up and Crit Resist to them for 2 turns.
Level 1 and each level-up
Level 1: Heals 1 ally. Healing: 20% of their Max HP. Grants DEF Up and Crit Resist to them for 2 turns.
- Level 2: Healing amount increased to 23%
- Level 3: Healing amount increased to 26%
- Level 4: Healing amount increased to 30%
- Level 5: Cooldown reduced by 1 turn
DEF Up +60% DEF.
Crit Resist Reduces the chance of taking critical hits by 30%.

Hand of Scylla
Skill 3Active, Cooldown 4 turns
Attacks 1 enemy. Damage: 30% of the enemy's Max HP, up to 50% of Meredith's Max HP. If the target's HP is greater than 80%, Hand of Scylla Cooldown -1 turn. Heals all allies. Healing: 25% damage dealt. Grants all allies SPD Up for 2 turns.
Level 1 and each level-up
Level 1: Attacks 1 enemy. Damage: 20% of the enemy's Max HP, up to 50% of Meredith's Max HP. If the target's HP is greater than 80%, Hand of Scylla Cooldown -1 turn. Heals all allies. Healing: 25% damage dealt. Grants all allies SPD Up for 2 turns.
- Level 2: Max HP reduction increased to 23%
- Level 3: Max HP reduction increased to 26%
- Level 4: Max HP reduction increased to 30%
- Level 5: Cooldown reduced by 1 turn
After Ascension 3: Hand of Scylla
Attacks 1 enemy. Damage: 30% of the enemy's Max HP, up to 50% of Meredith's Max HP. If the target's HP is greater than 80%, Hand of Scylla Cooldown -1 turn. Heals all allies. Healing: 25% damage dealt. Grants all allies SPD Up for 2 turns. If an ally's HP is greater than 80%, grants them Recovery for 2 turns.
With Resonance 1
Attacks 1 enemy. Damage: 30% of the enemy's Max HP, up to 50% of Meredith's Max HP. If the target's HP is greater than 80%, Hand of Scylla Cooldown -1 turn. Heals all allies. Healing: 25% damage dealt. Grants all allies SPD Up for 2 turns. Final Healing +10%.
With Resonance 6
Attacks 1 enemy. Damage: 30% of the enemy's Max HP, up to 50% of Meredith's Max HP. If the target's HP is greater than 80%, Ability Cooldown -1 turn. Heals all allies. Healing: 25% damage dealt. When healing overflows, grants Shield for 2 turns. Shield Strength: 50% of overflow healing. Grants all allies SPD Up for 2 turns. Final Healing +10%.
SPD Up +30% SPD.
Captain Ability
- Up to level 60
- Ally SPD +25% in Ritual Miracle, Sonic Miracle, Desolate Lands, Sentinel Hunt, Falsetto Fantasy, Celestial Anomaly, Desolate Rift, and Echo of Kings
- After Level Breakthrough
- Ally SPD +30% in Ritual Miracle, Sonic Miracle, Desolate Lands, Sentinel Hunt, Falsetto Fantasy, Celestial Anomaly, Desolate Rift, and Echo of Kings
Ascension
Upgrade planner- Phase 1DEF +70; HP +340, ATK +25
- Phase 2HP +950; ATK +25, DEF +25
- Phase 3Upgrades Skill 3
- Phase 4SPD +5
- Phase 5DEF +15%
- Phase 6HP +20%
Resonance
61.Hand of Scylla - Remedy
Hand of Scylla: Final Healing +10%.
2.Vital Edge
When target's HP is above 50%, damage +12%.
3.Blessing
Base ATK, Base DEF, and Base HP +15%.
4.Life Flux
When HP is below 40%, Healing +12%.
5.Aura
Base ATK, Base DEF, and Base HP +20%.
6.Hand of Scylla - Morph
New Effect - Hand of Scylla: 50% of this ability's excess healing amount is converted into Shield that lasts for 2 turns.
Divine Weapon

Lazily Dreaming of Home
Snacks scattered carelessly next to her feet, Meredith dozes languidly on the sofa. Even as she dreams, her ears are flooded like before with the unique frequencies of the Divine Wave. Meredith yawns lazily, as if a new idea has come to her.
- Level 30
- ATK +152, HP +5,925
- Ranks 1 to 6
- When the bearer's HP is full, Hand of Scylla's Damage +6/12/15/15/15/15%
- Ranks 4 to 6
- Base ATK, Base DEF, and Base HP +10/15/20%
Meredith (Scylla)'s dossier
Do you hear the jolly banjo? It's Meredith the Miracle Bard!
Most people play the guitar. Some learn the violin. But for Meredith, the banjo is the way to go. She loves the retro sound it makes, and aesthetic-wise, it's perfect for her. This traveling hippie sometimes gets so lost in her music that it'll take her a minute to respond back after you call her name. Maybe it's her aura or the way she talks, but time seems to slow down when you're with her. Being her friend sure is a groovy experience. Not to mention, she is a pure vegetarian. Tofu snacks and apple jacks were what she had growing up, and she wouldn't change it for the world.
"Stay away from the woods!"
Woodsville is surrounded by forests. In order to prevent children from getting lost in the woods, the adults have made up many horror stories about the surrounding area. Meredith used to be afraid when night fell when she was little. When she couldn't sleep, she would sneak into her parents' rooms. On such nights, her mother would play the banjo and sing her to sleep. Her soothing voice and sweet embrace allowed Meredith to fall asleep instantly. Those late night lullabies were priceless to her and had a profound impact on her life. She believes that music is a healing balm that can comfort anyone.
By sheer coincidence, Meredith discovered the Divine Wave.
It was Meredith who accidentally discovered the existence of divine sound waves, now referred to simply as the "Divine Wave." She returned home to help out on her family farm during her summer vacation from college. She discovered that Miramon movements in the area seemed to be related to the timing of the sounds made by the nearby Miracle. She recorded the sounds and sent samples to a Miracle research lab. Later, with the Pritzker's help, she joined the lab where she had sent her samples and began researching divine sound waves herself. It was not an easy process. After overcoming countless difficulties, Meredith finally managed to find a connection between divine sound waves and the Miramon. Joking with her mother one time, they mused that if only the Divine Wave could control Miramon. What a fantastic world that would be...
Meredith sees the Divine Wave as an enormous opportunity.
As Meredith's research progressed, she was able to develop specialized headphones that protected Discboom from the interference from the divine sound waves. Although the Divine Wave is potentially dangerous, it also holds infinite possibilities. If it were to be properly harnessed, its soothing nature could be used for the benefit of all mankind. Alexandra, the founder of XHz, is Meredith's friend. They also believe that these divine sound waves could be used for the greater good. With Alexandra's support, Meredith has begun researching the positive aspects of the Divine Wave. They theorize that by combining divine sound waves with music, they can create a new sound that could change the world.
Upgrade costs
Open in the plannerAscension
- Phase 1
Basic Wind Wave ×10
Gold ×2,000 - Phase 2
Basic Wind Wave ×15
Gold ×4,000 - Phase 3
Basic Wind Wave ×20
Advanced Wind Wave ×10
Gold ×6,000 - Phase 4
Advanced Wind Wave ×15
Elite Wind Wave ×5
Gold ×8,000 - Phase 5
Advanced Wind Wave ×25
Elite Wind Wave ×10
Gold ×10,000 - Phase 6
Advanced Wind Wave ×35
Elite Wind Wave ×20
Gold ×12,000
Art
















