
Cecil
SR/BackB tier
Introduction
Cecil is an SR character in Resonance Solstice. Cecil's role is Back. Faction: Night Chains.
On our Resonance Solstice tier list Cecil is B tier, 38th of the 73 characters ranked, from where 8 current tier lists put Cecil.
Is Cecil good?
An SR healer who buffs allies while healing and debuffs enemies while attacking, both at a high level, with above-average damage for a healer. She fits Purple card teams especially well. Resonance 1 strengthens her healing and makes the healed ally apply Chill with basic attacks, Resonance 5 discounts and buffs her cards after her Ultimate, and Awakening 5 lets her choose one of three deck cards when battle begins.
She needs investment to shine.
Strengths
- Strong healing, buffs and debuffs
- Good damage for a healer
- Opening card choice at Awakening 5
Weaknesses
- Needs investment
Profile
Her birthday is Feb 28, and she stands 167cm tall. Cecil is voiced by Sayaka Senbongi in Japanese.
Skills
13Perfumer
Awake 1Deals 20% more Final DMG to targets under abnormal status.
Delirium Aftertaste
Awake 2arcane and fire inflicted by this character last for 3 seconds longer.
Battle Will
Awake 3ATK+100 DEF+100 HP+15%
"Sanguine Orange"
Awake 4Whenever a [Scorched Embers] is system, increases all rear allies' ATK by 5%, up to a maximum of 50%.
Birdwatchers' Club
Awake 5Unfolds the bottom 3 cards from your deck at the start of battle, and selects one to add to your hand.
"7th Night's Snow"
Res 1Enhance [Healing Syringe]: Shoots a [Healing Syringe] on a friendly unit, healing them for 40% of Max HP and increasing their DEF by 3%. This effect stacks. The target's next 3 [Basic Attacks] trigger guard and dispel the fire effects on the target.
"Amber Citrus"
Res 2Enhance [Scorching Syringe]: Shoots a [Scorching Syringe] against an enemy, dealing 1 hit and fire them. In addition, inflicts arcane and fire on the target and reduces their ATK by 3%. This effect stacks.
"Burn After Reading"
Res 4When taking damage, becomes guard for 3 seconds. Cooldown: 15 seconds.
Melancholic Prelude
Res 5When [Scorched Embers] is in your hand, reduces the cost of [Healing Syringe] and [Scorching Syringe] by 1. If [Healing Syringe] is used, system a [Scorched Embers] card, causing the target of [Healing Syringe] to become fire. If [Scorching Syringe] is used, system a [Scorched Embers] card, causing the target of [Scorching Syringe] to become arcane.
Healing Syringe
Skill 1Shoots a [Healing Syringe] on a friendly unit, healing them for #r of Max HP and increasing their DEF by #r. This effect stacks.
Scorching Syringe
Skill 2Shoots a [Scorching Syringe] against an enemy, dealing 1 hit and fire them. In addition, inflicts fire on the target and reduces their ATK by #r. This effect stacks.
Confusing Bomb
Skill 3Launches [Confusing Bomb], dealing DMG to all enemies over 5 hits. In addition, inflicts arcane on them and reducing their DEF by #r. This effect stacks. Afterward, generates a Black card [Scorched Ember] in your hand.
Derivative · "Scorched Ember"
Skill 4It is not merely the lingering aroma that dances upon your senses, but also the captivating allure of the sweet intoxication. This card is system when it leaves your hand.



