Cecil

Cecil

SRBackB 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

13
  • Perfumer

    Awake 1

    Deals 20% more Final DMG to targets under abnormal status.

  • Delirium Aftertaste

    Awake 2

    arcane and fire inflicted by this character last for 3 seconds longer.

  • Battle Will

    Awake 3

    ATK+100 DEF+100 HP+15%

  • "Sanguine Orange"

    Awake 4

    Whenever a [Scorched Embers] is system, increases all rear allies' ATK by 5%, up to a maximum of 50%.

  • Birdwatchers' Club

    Awake 5

    Unfolds 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 1

    Enhance [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 2

    Enhance [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 4

    When taking damage, becomes guard for 3 seconds. Cooldown: 15 seconds.

  • Melancholic Prelude

    Res 5

    When [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 1

    Shoots 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 2

    Shoots 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 3

    Launches [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 4

    It 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.

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