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1,067 Teams

Currency Wars
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1,067 Teams
1,072 Teams
Seele converts weakened enemies into extra Skills and kill-triggered turns, then spends that momentum on priority targets. Allies can help open her automatic Skill by bringing an attacked enemy to half HP.
Quantum carry with conditional extra attacks and turns.
Prepare support buffs, pressure a killable target and track the automatic Skill separately from Resurgence.
Her automatic Skill costs no Skill Points. Resurgence grants an extra turn after a qualifying kill, while Ultimate enters Amplification without needing a defeat.
The automatic Skill does not restore Energy and resets at the start of Seele’s turn. Resurgence cannot repeat from kills during its own extra turn.
Buff Seele and weaken a target. When an allied attack leaves its target at half HP or lower, the available automatic Skill can follow. Use her own Skill for damage and SPD, or Basic when it can secure a useful defeat and recover a Skill Point. Spend a Resurgence turn on the next priority target; use Ultimate to enter Amplification or finish a threat.
The automatic Skill is available once per turn, resetting at Seele’s turn start; if its target is invalid, it selects the enemy with the lowest HP percentage.
Skill’s SPD buff and Amplification each last three turns. Lacerate adds Quantum RES PEN while Amplification is active.
Nightshade gains damage stacks from defeats; Rippling Waves advances her next action after Basic ATK.
Do not count the automatic Skill as Energy recovery.
Do not assume a kill during Resurgence grants another Resurgence.
Avoid taking a kill Seele needs unless that attack improves the overall damage window.
CRIT Rate and SPD-based bonuses support her Basic, Skill and Ultimate. Count active Skill SPD and E2 stacks before seeking extra SPD; full cone stacks are a condition, not a universal build goal.
Provides CRIT Rate and a two-turn ATK buff after a kill. Its extra CRIT Rate applies only against enemies at half HP or lower.
Use with a team that raises the Skill Point cap to at least six, such as Sparkle. It grants CRIT Rate, conditional opening ATK and further ATK after Skill uses; it does not recover Skill Points.
Ignores 10% DEF when dealing damage, with another 10% against Quantum-weak targets. Match the matchup and team debuffs when comparing pieces.
Adds CRIT Rate and Skill/Ultimate damage, plus a bonus to the next Skill after Ultimate. It supports her frequent Skills without requiring a kill to activate the set.
At 70% in-combat CRIT Rate, boosts Basic and Skill damage. The target-dependent E1 CRIT bonus does not provide a general stat-sheet increase.
Its damage tiers require 135 or 160 SPD. Count active Skill SPD and E2; strong pieces at the lower tier can be useful without chasing the higher threshold.
For reliable damage; include active team and cone bonuses.
When the build already has enough reliable CRIT Rate.
Skill already grants SPD; tune any additional SPD to the actual team.
For her Quantum attacks.
Compare good pieces and the team’s existing damage bonuses.
Scales her direct attacks.
Balance CRIT and ATK. Add SPD only for the chosen turn plan or equipment threshold after accounting for the active Skill buff; do not turn a cone cap into a universal target.
E0 already includes the automatic Skill, Resurgence and three-turn Amplification. E1 improves attacks against weakened targets and E2 changes active SPD. Higher Eidolons add conditional Energy or marked-target damage rather than being required for the core loop.
In the Night rewards active SPD with Basic/Skill damage and Ultimate CRIT DMG. Its six-stack cap corresponds to 160 in-combat SPD; compare the actual team and equipment before diverting offensive stats to reach it.
Against enemies at 80% HP or lower, gains 15% CRIT Rate and ignores 20% DEF. Both benefits depend on the target’s current HP.
Allows two stacks of Skill’s SPD increase. Recheck turn order and cone/planar thresholds rather than assuming every build needs more SPD.
Restores 15 Energy when Seele defeats an enemy. Its value depends on actually securing defeats.
Ultimate marks its target for three turns. Attacks against the mark add True DMG equal to 30% of Seele’s Ultimate damage; a marked target’s defeat by any unit can trigger her Talent.
Sparkle supplies Skill Points, raises the cap and advances Seele while adding CRIT DMG. Her two-turn Skill buff and overflow reserve help repeated actions, but extra turns still need a planned SP budget.
Designate Seele as Dan Heng’s Bondmate for ATK support and shields. Her attacks restore his Energy and advance Souldragon. Only enhanced Souldragon attacks deal damage; ordinary actions shield and cleanse.
Silver Wolf supplies DEF reduction and weakness implantation. Put a Quantum ally first when planning a Quantum implant, and account for existing weaknesses and application chance. This is a matchup option, not a required slot.
Basic ATK
Deals Quantum DMG equal to 100% of Seele's ATK to one designated enemy.
Skill
Increases Seele's SPD by 25% for 3 turn(s) and deals Quantum DMG equal to 360% of Seele's ATK to one designated enemy.
After an ally target attacks, if the attack target's current HP percentage is 50% or below, Seele will automatically use her Skill at that target 1 time. This Skill does not consume Skill Points or regenerate Energy. This effect can only be triggered 1 time per turn and resets at the start of Seele's turn. If there are no valid targets to attack, she attacks the enemy target with the lowest HP percentage instead.
Ultimate
Seele enters the Amplification state and deals Quantum DMG equal to 720% of her ATK to one designated enemy.
Talent
Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG dealt by Seele increases by 80% for 3 turn(s).
Enemies defeated in the extra turn provided by "Resurgence" will not trigger another "Resurgence."
Technique
After using her Technique, Seele gains Stealth for 20 second(s). While Stealth is active, Seele cannot be detected by enemies. And when entering combat by attacking enemies, Seele will immediately enter the Amplification state and deals Quantum DMG equal to Seele's Skill DMG multiplier to random enemy target 1 time. This DMG is a guaranteed CRIT Hit.
When defeating an enemy target, increases this unit's DMG dealt by 50%. This effect can stack up to 3 time(s) and lasts for 3 turn(s).
While Seele is in the Amplification state, her Quantum RES PEN increases by 25%.
After using a Basic ATK, advances Seele's next action by 20%.
When dealing DMG to an enemy whose HP percentage is 80% or lower, increases CRIT Rate by 15%, and ignores 20% of target's DEF.
The SPD Boost effect of Seele's Skill can stack up to 2 time(s).
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
Seele regenerates 15 Energy when she defeats an enemy.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
After attacking with Ultimate, Seele inflicts "Butterfly Flurry" on the target for 3 turn(s). Enemy targets in "Butterfly Flurry" will additionally take 1 instance of True DMG equal to 30% of Seele's Ultimate DMG after receiving an attack. When the target under the "Butterfly Flurry" state is defeated by any unit, Seele's Talent will also be triggered.
When Seele is knocked down, the "Butterfly Flurry" inflicted on the enemies will be removed.
Level 80
Maximum ascension| Level | HP | ATK | DEF | SPD |
|---|---|---|---|---|
| 1 | 127 | 87 | 50 | 115 |
| 20 | 298 | 205 | 116 | 115 |
| 30 | 412 | 283 | 161 | 115 |
| 40 | 526 | 362 | 205 | 115 |
| 50 | 640 | 440 | 250 | 115 |
| 60 | 754 | 518 | 295 | 115 |
| 70 | 868 | 597 | 339 | 115 |
| 80 | 931 | 640 | 364 | 115 |