Resonance SolsticeCecilBuild and Guide

Character

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Introduction

Best guide and build for Cecil from Resonance Solstice. Cecil is a SR rarity character from the Healing class and
Physical
Physical elements, who belongs to the Night Chains faction. Their position in combat is Rear.

To learn more about Cecil check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Cecil check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Teams

Profile

Cards
Card Image

Healing Syringe

Type: S1 (Normal) | Cost: 3 | Amount: 2

Shoots a [Healing Syringe] on a friendly unit, restoring 35% HP and increasing the target's DEF by 3%. This effect stacks.​
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Scorching Syringe

Type: S2 (Normal) | Cost: 3 | Amount: 3

Shoots a [Scorching Syringe] against an enemy, dealing 1 hit and [Stun] them. In addition, inflicts [Scorch] on the target and reduces their ATK by 2%. This effect stacks.
DMG: 3000% (Physical).

[Stun]: Stuns the target, rendering them unable to engage in combat for 2 seconds.

[Scorch]: Causes the target to take damage once each time they perform a [Basic Attack], up to 5 times.

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Confusing Bomb

Type: Ultimate (Normal) | Cost: 5 | Amount: 1

Launches [Confusing Bomb], dealing damage to all enemies over 5 hits. In addition, inflicts [Confuse] on them and reducing their DEF by 3%. This effect stacks.
After use, generates a Black card [Scorched Ember] in your hand.
DMG: 1500% (Physical) per hit.​

Requirements: CD 30s, each time causes [Scorch], CD reduced by 5s.

[Confuse]: The target has a 50% chance to cancel their attack and take damage once with each attack, lasting for 6 seconds.

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Scorched Ember

Type: Ultimate (Derivative) | Cost: 0 | Amount: -

It is not merely the lingering aroma that dances upon your senses, but also the captivating allure of the sweet intoxication. This card is [Destroyed] when played or discarded.
Resonance
R1

7th Night's Snow

Type: Major

Enhances [Healing Syringe]:
Shoots a [Healing Syringe] on a friendly unit, restoring 35% of their Max HP and increasing the target's DEF by 3%. This effect stacks.
The target's next 3 [Basic Attack] [Chill] the target and dispel the target's [Ignite].
R1.5

Battle Spirit

Type: Minor

Increases own [Basic Attack] DMG by 5/50%.
R2

Amber Citrus

Type: Major

Enhances [Scorching Syringe]:
Shoots a [Scorching Syringe] against an enemy, dealing damage once and [Stun] them. In addition, inflicts [Confuse] and [Scorch] on the target and reducing their ATK by 3%. This effect stacks.
R2.5

Healing Syringe

Type: Minor

[Healing Syringe] Healing effect increases by 5/50%.
R3

Vitality

Type: Major

HP +20%
R3.5

Scorch

Type: Minor

Ally [Scorch] DMG increases by 5/50%.
R4

Burn After Reading

Type: Major

When taking damage, becomes [Invisible] for 3 seconds.
Cooldown: 15 seconds.
R4.5

Confusing Bomb

Type: Minor

[Confusing Bomb] DMG increases by 3/30%.
R5

Melancholic Prelude

Type: Major

When [Scorching Embers] is in your hand, reduces the cost of [Healing Syringe] and [Scorching Syringe] by 1.
If [Healing Syringe] is used, [Destroy] a [Scorching Embers] card, causing the target of [Healing Syringe] to become [Berserk].
If [Scorching Syringe] is used, [Destroy] a [Scorching Embers] card, causing the target of [Scorching Syringe] to become [Corrupt]
Awakening
A1

Perfumer

Awakening 1

Deals 20% more final DMG to targets under abnormal status.
A2

Delirium Aftertaste

Awakening 2

[Confuse] and [Berserk] inflicted by this character last for 3 seconds longer.
A3

Battle Will

Awakening 3

ATK +100
DEF +100
A4

Sanguine Orange

Awakening 4

Whenever [Scorching Embers] is [Destroyed], increases all rear line allies' ATK by 1%, up to a maximum of 30%.
A5

Wild Birds

Awakening 5

Unfolds the bottom 3 cards from your deck at the battle's beginning, and selects one to add to your hand.
Profession Skills
Reso 1

Sales Expert

Reso 1

Leaflet promotion effectiveness +5.0%.
Reso 4

Designated Goods Trading

Reso 4

Available quantity of perfumes +20.0%.
Reso 5

Designated Goods Trading +

Reso 5

Available quantity of perfumes +30.0%.
Stats (Max)
HP
67680
DEF
639.2
ATK
723.8

Review

Review

Cecil is a healer who can buff allies while healing and debuff enemies while attacking. Both her healing and debuffs are powerful, and while she's versatile, she fits particularly well with Purple card teams. Her first Resonance improves her healing further and adds a buff that makes the ally unit inflict [Chill] with their [Basic Attacks].

At Resonance 5, after using her Ultimate, her cards get reduced cost and are further buffed. At Awakening 4, it also buffs all rear allies' attack, stacking up to 30%. Then, at Awakening 5, she gets a unique mechanic that allows her to see three cards from the deck and select one at the beginning of battle.

Pros & Cons
Pros

  • Very strong healing, buffs and debuffs.

  • Above average DPS for a healer.

  • Can select a card from the Deck at A5.

Cons

  • Requires investment before actually shining.

  • Costly cards for a healer.

  • Requires spamming her Ultimate to get most of her advanced benefits.

Ratings
T1

General Performance (Global)