To learn more about Fiamelia check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Fiamelia check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
21204
15164 + 6041
1049
817 + 232
1065
763 + 301
140
125 + 15
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
0%
0% + 0%
Fiamelia skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Settles
Cooldown: -
Tags: Single DMG, Turn Meter+
The reckoning has come. Fiamelia deals 240% damage to a single enemy and increases Turn Meter by 15% for all allies not inflicted with dispellable debuffs.
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the effect of Turn Meter+ to 9%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increases the effect of Turn Meter+ to 15%.
Endless Night
Cooldown: -
Tags: PASSIVE, Extra Turn, AoE Heal
Let me see how you repay what you owe. When a debuff is inflicted on an ally, Fiamelia gains 1 stack(s) of [Claim Chaser]. This effect can only trigger 1 time(s) per turn per ally.
For every 8% of max HP lost cumulatively, gains 1 stack(s) of [Claim Chaser].
Level 2: Reduces the HP trigger rate of gaining [Claim Chaser] to 8%.
Level 3: Increases healing effect to 15% of own max HP.
Level 4: Turn Meter increase is enhanced to immediately start the next turn.
Level 5: Reduces [Claim Chaser] trigger threshold to 8 stack(s).
[Claim Chaser]: Upon reaching 8 stack(s), consumes all stacks so Fiamelia immediately starts the next turn and heals all allies for 15% of her max HP.
Knell
Cooldown: 3
Tags: AoE, Purify, Turn Meter-
For whom does the bell toll? My patience ends here. Fiamelia purifies all debuffs from all allies, removes HP from enemies equal to 16% of her max HP, heals all allies for the same amount, and has 100% chance to reduce Turn Meter by 10%.
For every 1 debuff type(s) purified, additionally removes and heals for 3% of her max HP and reduces Turn Meter by 3%.
Level 2: Increases additional Turn Meter reduced per debuff type to 3%.
Level 3: Increases removal and healing effect to 16% of own max HP.
Level 4: Increases additional HP removed per debuff type to 3%.
Level 5: The purifying effect can now dispel all debuffs.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Healing Done +10%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
Fiamelia is a Constant Affinity Sustain/Bruiser hybrid. She offers incredible protection from CCs for your whole team while also dishing out HP-based damage to the entire enemy team in short intervals.
Fiamelia’s first ability is a straightforward 1-hit ST attack that deals little damage, but comes with the exceptional effect of increasing the Turn Meter of allies not afflicted with Dispellable Debuffs at the time of using the skill by 6-15%.
With the Turn Meter increase effect more than doubling in potency at Lvl5, along with carrying the SPD nodes, leveling this Skill takes a high priority to ensure Fiamelia can perform her role optimally.
Endless Night, Fiamelia’s S2, passively grants her stacks of [Claim Chaser], an undispellable Buff unique to her. For every 10-8% total max HP that Fiamelia loses during the battle, she gains 1 stack of it. She also gains 1 stack every time one of her allies is afflicted with a Debuff, however this effect can only trigger once per ally on each turn (4 allies can trigger it once each on the same turn, but the same ally cannot trigger twice from say, a Plume or Kloss S3).
Once 10-8 stacks have been accumulated, they are consumed and Fiamelia either gets 50% Turn Meter increase or immediately starts her turn, depending on the Skill’s level. In addition to this, she heals the whole team for 10-15% of her own max HP. This passive allows Fiamelia to essentially “cut in” after the opponent’s actions if the conditions are fulfilled, messing with their gameplan while reinforcing your own survivability, damage and disruption thanks to her S3.
Once again, this Skill has a high priority, even higher than S1 for PVP, as her appeal comes mostly from taking as many turns as possible. Lvl5 is also a must, just like S1 and 3, but you can start playing her efficiently at Lvl4.
S3, Knell, is Fiamelia’s bread and butter Skill. With a 3 turn CD even at Lvl1, it offers Purification of 3/all Debuffs on the team (based on skill lvl). This skill also removes 14-16% of her max HP from enemies in AoE and heals your team for the same Amount, while also having a base 100% chance of reducing the turn Meter of the entire enemy team by at least 10%. Removing is not considered a direct hit, which means it is unaffected by enemy DEF and DMG Reduction. It also doesn’t trigger counters.
While each value might be low by itself, not only does each effect synergize with the game plan of the typical Fiamelia team, but all of them except the Purification can be improved depending on the number of Debuff Types purified by her S3. With each Type purified, the HP based Damage sees a 3% increase in its value (which also affects the Healing) and the Turn Meter is similarly decreased by an additional 3% per Type. With 2 Types purified, the attack already reaches a 22% max HP damage, 22% max HP Heal, 16% Turn Meter decrease and full Purification of the entire team. This is all on a 3-turn CD that can be lowered by allies/Shells on an Animus who takes turns more often than most of the roster.
Like the rest of her Skills, Fiamelia greatly depends on Skill lvls for her S3 to be functional. It is not advised to play Fiamelia in mid/endgame without S3 maxed, and so it has the highest priority out of all her Skills for PVP.
Note: A Debuff Type is the unique denomination of a debuff: ATK- is one type, and so are DEF- and SPD-, etc. Purifying 3 ATK- only counts for 1 Debuff Type cleansed, just like purifying 4 stacks of Erosion on each ally would also count for 1, but purifying an ATK- and a Weakness from all allies or an ATK- and a DEF- would count for 2, for example.
In PVE, Fiamelia is a tough sell: her Damage is closer to a Sustain than to a DPS, while her Heals aren’t as easy to use as the likes of Lingluo or Fuqiu and her Turn Meter manipulation is highly conditional, unlike Lily or Freya to name a few. This results in a jack-of-all-trades, master-of-none situation as none of her abilities have effects strong enough on their own and the synergy between her skills isn’t nearly as important as it is in PVP. She also provides no Buffs or Debuffs to the team, further reducing the scope of her usability in 4-man content, where every slot must fulfill its specific role.
Her Healing output, when facing Debuff-heavy enemies specifically, is good enough in most cases, but sadly a bit too “frontloaded”, as all of the healing comes at once and she lacks ways of upkeeping that output in between the CD of her S3.
In PVP, Fiamelia easily finds a spot in any meta where CC and Debuffs are predominant. Her ability to cut in after the enemy is setting up or controlling you, fully clearing all dispellable Debuffs from your team every 3 turns, the fixed damage and healing that are not based on any offensive stat, and the Turn Meter manipulation from both S3&1 make her an incredible pick in many situations.
Do be careful however, as teams that do not rely on any Debuffs/CCs can definitely threaten her and more so her allies, even though her S2’s extra turn can help somewhat by triggering after she’s lost a total of 64% of her max HP, ensuring that unless she gets one or two shot she will always take at least 1 turn during the fight regardless of her SPD.
If you insist on playing Debuffs against her, aim for Undispellable Debuffs or abilities that fully prevent Fiamelia from using S3, like Taunt or single-target Controls, although Fiamelia is likely to be built with Eff RES and/or paired with Immunity. Forgetfulness is an interesting one, as it counters her S2 but doesn’t stop the S3 and even feeds it with an extra Debuff Type.
Avoid any Animus who cannot help but spam Debuffs as part of their only gameplan, like Heinrich, for example who ends up feeding Fiamelia multiple rare Debuff Types on top of giving her many stacks every time he takes an action. Plume is another directly countered Animus, as even her S1 is an AoE Debuff.
Fiamelia easily establishes herself as a top-tier PVP Animus, tailor-made to counter CC and Debuff-heavy metas without oppressing the other strategies and pushing them out too radically. She sings a different tune in PVE sadly, where her various effects don’t carry nearly as much weight, failing to have a strong impact on the most important aspect of the game there: the potential damage output of the team.
Exceptional counter to CC and debuff-heavy metas in PvP.
Takes a LOT of turns based on the enemy composition.
S3 Damage does not trigger counters and ignores Damage Reduction/DEF.
Cleanses all Purifiable Debuffs on the team with a single S3 use.
Deals little to no damage in PVE.
Her Healing against teams with no Debuffers is not the most reliable.
Extremely Lattice hungry.
Offers no offensive utility other than the Turn Meter push from S1.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
1
After the original takes action, has a 100% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
Halloween can be a very strong option because she doesn't have a Spell 2 - so Halloween will cycle through S3, which can be very interesting. Furthermore, we can consider that her S2 and S1 will facilitate her game progression and therefore a fairly quick rotation.
Best Module Sets:
2
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
Jackal Guard is an alternative to make the most of a very fast Fiamelia that heals and cycles very strongly with all her passive skills effects.
Best Module Sets:
3
Each time the owner Animus heals, stores 35% of the healing and 70% of the excess healing. Before the owner takes action, if any ally's HP Percentage is below 60%, heals all eligible allies equally using all stored healing.
A healer specialised Shell that tracks 35% of all healing and 70% of all over-healing done by the wearer. When allies fall below 60% HP, it will heal them and all other eligible allies, depleting all currently tracked healing. Summed up boosts healing by 35% and saves 70% of all wasted healing, making this a potent sustain option.
Fiamelia's kit is primarily focused on the turn she gets with her S2 passive and healing based on debuffs and her max HP, making her a very good healer. Therefore, it's not uncommon for her to stack a lot of healing, and Fortissimo will prove quite useful.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
1
After the original takes action, has a 100% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
Halloween after testing has come out as the by far best shell for Fia. She doesn't need any self cleanse, she just takes so many turns that she will eventually go even through cc. Halloween gives her that edge to be a complete menace in the T2 mirror as well that no other shell really does.
Best Module Sets:
2
After the original takes action, has a 100% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
For turn 1 consider putting Fia on Timeweave and stealing her from your turn 2 opponents, she will do a ton of damage and be super annoying to kill for them.
Best Module Sets:
SPD > HP% > HP
Fiamelia does a lot of everything, cleansing, healing, damage, tanking. You name it she does it, she is the brandspanking new best character in the game when it comes to PVP and we just have to deal with it.
Max S3 and S2 to make her a menace and then S1 to lvl 4/5 depending on what lattices you have. Having the SPD is always great of course.
Fiamelia synergies aren't available yet. They will be added soon!
Teams
Fiamelia teams aren't available yet. They will be added soon.
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