Charlotte is a DPS that scales the longer the fight takes and how many times she uses her ultimate. As she can generate Doom Crescent upon hitting resonance 2, making it easier for her to reactivate her ultimate all the time and her damage output increases depending on the number of Doom Crescents in the discard pile.
Playstyle and Key Mechanics
Charlotte is a strong DPS, but requires support that can help her cycle her cards and enable her ultimate. She is great for long battles, as you can generate more cards for her to use and scale your damage as high as possible. Now, let's look at how her skills work. We will say this early on, they are quite straightforward to use.
First, she has [Doom Crescent] as her bread and butter; this is a [Wave] skill that can [Penetrate] and inflict [Slash], dealing additional damage. Ideally, you want to pair her with someone who can apply [Chill]/[Freeze].
Next is [Silent Crescent], which is a yellow card that will draw 3 cards, prioritizing [Doom Crescent], which is great for continuously doing damage.
Lastly, her ultimate [Infernal Crescent]. This is a massive AOE skill that does more damage, the more [Doom Crescent] is in your discard pile, as it will use them all at once. As a [Leader Skill], it will require you to use 3 [Doom Crescent]. Similarly, this also inflicts [Slash].
Investment
Pushing Awakenings on Charlotte makes her more effective to use and will see massive improvements, damage-wise and utility-wise. However, it is quite selfish, but then again, she is made to be a main DPS and not a buffer of some sort. An ideal recommendation is getting her to at least Awakening 2. Now let’s break down her awakenings.
Awakening 1 - For each hit of DMG dealt by [Doom Crescent], increases own ATK by 0.5%, up to a maximum of 50%. Very straightforward, works great when there are more enemies ,as [Doom Crescent] could penetrate.
Awakening 2 - Whenever using a card other than [Doom Crescent] or [Infernal Crescent], a 50% chance to retrieve a [Doom Crescent] from the Discarded to your hand. Incredible utility just to help dish out more damage and activate her leader skill faster.
Awakening 4 - When using an Ultimate card or a [Leader Skill], directly play 1 [Doom Crescent], and at the same time increase all allies' [Slash] DMG by 10%, up to a maximum of 150%. A notable damage and utility upgrade for her, as she shortens the requirement of reactivating her Ultimate, as she will directly use [Doom Crescent].
Awakening 5 - [Doom Crescent] deals damage twice, but the Cost increases by 1. [Leader Skill] requirement becomes: Use [Doom Crescent] twice. Nothing much to say, as her Ultimate will reactivate them for free when they are in the discard pile, not only that, she further shortens the requirements of her leader skill.
Resonance
Resonance 1 — Place [Silent Crescent] on top of the Deck each round. This guarantees you getting all of your [Doom Crescent] at the beginning of battle.
Resonance 2 — When using an Ultimate card, generate 1 [Doom Crescent] and place it at the top of your deck, up to 3 times. The increase of [Doom Crescent] means more of it can be activated with her ultimate skill.
Resonance 4 — When the deck is exhausted and shuffling is triggered, restore 25% of own HP. Great utility for a frontline character.
Resonance 5 — When receiving direct healing from a character, additionally restore 10% of own HP, and increase own ATK by 3%, up to a maximum of 30%, excluding healing over time effects. When HP is above 50%, Final DMG dealt is increased by 20%.
Synergies
Arcana - Helps cost generation and recovering discarded cards, mainly for pulling [Doom Crescent] back to the hand.
Elliot - Similar to Arcana, she can recover cards from the discard pile.
Shizuru - Specifically draws red cards. If your Charlotte is the only red card user in the team it's an easy pull for [Doom Crescent].
Stella - Can help alleviate the cost of using [Doom Crescent], making it really efficient and will help cycle the deck faster.
Gear and Affixes
Some examples of overall good equipment choices for Charlotte. For specific picks, please check the respective teams.
Weapons:
UR Kusa Ryujaku: Each time inflicting [Slash], ATK +0.5%, stackable.
SSR Unbewusstes Probe: Whenever you play a Red card of cost 3 or more, random enemies receive 3% less healing. This effect stacks up to a maximum of 75%.
SSR Degenerate Black Rock: Increases the wearer's final DMG dealt by 10%. This effect stacks.
SSR Heavenly Exorcist: Deals 15% more Physical DMG.
SSR Ambition: [Slash] dealt 25% more damage. This effect stacks.
SR Destroyer Torch: Own skill cards have a 10% chance to release an additional dazzling ray, dealing damage once and [Stun] the target.
SR Viscera Collector MK 0: Using [Leader Skill] restores 0.4 Cost. This effect stacks.
R Gardener Multi-Tool: Playing a Red card increases ATK by 0.5%. This effect stacks.
R Mass Projector: Using [Leader Skill] increases ATK by 1.5%. This effect stacks.
Armor:
UR Lucid Dream Fiber: Wearer's Red cards heal the wearer for 2% of the damage dealt.
SSR Simulated Stars: Using [Leader Skill] restores 5% HP. This effect stacks.
SSR External Memory Matrix: Max damage taken per hit is 33% of Max HP.
SSR Mecha Armor: Whenever [Slash] / [Rend] inflicted by the wearer deals damage, restores HP equal to 5% of the damage dealt.
SSR Black Rock Armor: Reduces the wearer's final DMG taken by 10%. This effect stacks.
SSR High Dimension Construct: Generating a Black card restores 5% of Max HP. This effect stacks.
SR Resonance Fiber: When own skill card is used, restores 2% of Max HP.
R Standard Defense Fiber: When attacked, has a 5% chance to block the incoming attack and nullify the incoming damage. The trigger rate stacks.
Accessory:
UR Dawncloud Seal: Max Hand Size +1.
UR World Line ß Box: Draws a card whenever you encounter a wave of enemies, prioritizing the wearer's skill cards.
SSR Chladni Arc: Wearer's [Wave] deals 20% more damage. This effect stacks.
SSR Mobius: Cards in your hand are replenished 0.25 seconds faster. This effect stacks.
SSR Divinity Seal: Gains 2 Cost at the battle's beginning. This effect stacks.
SSR Fengshui Tactical Drone: For every 8 cards used, increases ATK or DEF by 2%, up to a maximum of 50%.
SR Magic Spring: Restores 0.02 Cost per second. This effect stacks.
Affixes
Using [Leader Skill] restores 0.2/0.3 Cost. This effect stacks.
Using [Leader Skill] restores 2/3% of own Max HP. This effect stacks.
Using [Leader Skill] increases own ATK by 0.5/1%. This effect stacks.
Restores 0.01/0.02 Cost per second. This effect stacks.
Increases own ATK by 1/3%. This effect stacks.
Increases own ATK by 10/30. This effect stacks.
Playing a Red card increases own ATK by 0.2/0.5%. This effect stacks.
Increases final DMG dealt by 2/5%. This effect stacks.
Gains [Hyperarmor] for 1 second when using own skill cards. This effect stacks.
Deals 3/5% more Physical DMG. This effect stacks.
Wearer's [Wave] deals 5/10% more damage. This effect stacks.

















