To learn more about Shizuru [Summer] check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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To learn more about Shizuru [Summer] check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Teams
Profile
Burst Surge
Type: S1 (Normal) | Cost: 2 | Amount: 2
Seaside Blossom
Type: S2 (Normal) | Cost: 3 | Amount: 2
Summer Mirage
Type: Ultimate (Normal) | Cost: 4 | Amount: 1
Requirements: Draw 8 cards
[Chill]: Halve the target's [Basic Attack] speed for 6 seconds.
10% chance to trigger [Freeze].
Summer Memories
Type: Ultimate (Derivative) | Cost: 0 | Amount: -
Bead Link
Type: Major
Battle Spirit
Type: Minor
Summer Vibe
Type: Major
Burst Surge
Type: Minor
Vitality
Type: Major
Seaside Blossom
Type: Minor
Healing Flow
Type: Major
Summer Mirage
Type: Minor
Summer Memories
Type: Major
Ripple
Awakening 1
Furious Seethe
Awakening 2
Battle Will
Awakening 3
Moisture
Awakening 4
Frozen Memories
Awakening 5
Designated Goods Trading
Reso 1
Culinary Arts
Reso 4
Designated Goods Trading +
Reso 5
Review
Mainly a Utility character focused on Card Draw and buffing allies. She can also act as a main DPS with the right setup, but in most cases, will stick to the Sub-DPS role. Shizuru the Summer Chaser can be versatile, since Card Draw is welcome in pretty much any team, especially if you don’t have many pieces of Mobius equipment or similar. As a bonus, she buffs mainly ATK% and DEF% (depending on card color), which is always useful. Furthermore, she’s a good addition to the [Frost] teams due to her Ultimate inflicting [Chill].
She does have a few downsides that are worth considering, however. The first is that most of her damage comes from [Basic Attack], and unlike Nicola, who buffs her own [Basic Attack], Summer Shizuru lacks that. There aren’t many characters who can synergize with [Basic Attack] at the moment, either. Her damage is also mostly RNG-based, as it relies on drawing cards with an odd cost, which turns her into an unreliable DPS.
Shizuru the Summer Chaser is similar to Nayuta in the sense that she enables a steady flow of Card Draw. This is one of the key mechanics for any team to work well, alongside Cost Regeneration, which makes her versatile and desirable in most teams. Her kit by itself is fairly simple, with only three unique mechanics:
Watershade: Deals damage to a random enemy, with a 50% chance to [Chill] the target. What makes this attack unique is that it escalates based on [Basic Attack] projectiles, and consequently benefits from any buffs to that as well.
Summer Memories: Tied to Summer Shizuru’s ultimate, it shuffles cards, adjusts their costs, and heals allies based on the ‘Recorded’ HP they had. This card has many layers. It has great synergy with characters who can lower card cost (such as Stella) or if your team has a mix of low-cost and high-cost characters. The healing based on recorded HP is also great as a panic button after your team takes a burst of damage from a boss, although it can be flimsy to rely on when playing on Auto.
Moisture: Unlocked with Awakening 4, Summer Shizuru’s attacks are greatly enhanced in terms of utility. It increases the target’s [Electro] DMG taken by 25%, reduces their Fire DMG dealt by 25%, and increases the probability of the target being inflicted with [Freeze] by 10%. Perfect both for [Electro] and [Frost] teams.
Awakening 1 - Enhances [Seaside Blossom], allowing it to synergize with Green and Purple cards, greatly widening the scope of Summer Shizuru’s team options.
Awakening 2 - Adds another buff to her arsenal: [Berserk]. Fantastic to be used with other [Basic Attack] focused characters, such as Nicola, or to strengthen Shizuru herself if you wish to use her as your main DPS.
Awakening 4 - Adds the [Moisture] effect to Shizuru’s attacks, one of the best additions to her kit (Check section above).
Awakening 5 - A big boost if you plan to use Summer Shizuru as your main DPS, it increases the number of projectiles from her [Basic Attack] by 1. It also adds the effect of each projectile having 3% chance to trigger [Frostbite], a debuff that increases the Final DMG taken and decreases the Final DMG dealt from the target.
Resonance 1 — Improves the first card, “Burst Surge”, adding a buff that increases the damage of all allies’ [Basic Attack] if the card drawn has an even cost.
Resonance 2 — Dispels Fire-related field effect, greatly helping with survivability against specific enemies. Nice but quite niche.
Resonance 4 — Another enhancement to “Burst Surge”, Shizuru’s projectiles can now target allies and heal them, as well as dispelling [Ignite].
Resonance 5 — This node adds an extra ‘oomph’ by granting an additional 2 Cost and +3% ATK and DEF at the beginning of battle, as well as adding an extra [Summer Memory] card to your deck.
❗ ❗ ❗ The Synergies mentioned here are merely samples. Taking their core mechanics as an example, you can use many other characters as replacements or other synergies. ❗ ❗ ❗
Nicola: Nicola is one of the few main DPS out there who focus on [Basic Attack]. She can fully benefit from all of Summer Shizuru’s buffs, including the one from [Moisture] (Awakening 4), if you decide to invest that far.
Tennie: Tennie is a mix of [Frost] and [Electro], being the tank that better synergizes with Shizuru’s effects.
Shizuru: Yes, herself. R Rarity Shizuru is one of the few characters who can buff allies’ [Basic Attack], being a good pick for a duo regardless of whether you’re using Shizuru the Summer Chaser as a sub-DPS or main DPS.
Nayuta and Stella: Great partners for even faster shuffling and spamming.
Charlotte: Charlotte benefits greatly from Card Draw for her damage output, and although she isn’t as focused on [Basic Attack] as Nicola, the buffs for it can be a good boost as well.
Rina Von: An accessible and versatile tank, Rina Von allows the team to exceed the normal max hand size, and benefits from constant Card Draw to bolster both the damage and defensive capabilities of [Reverengy] teams.
SSR Extended Timeline: Increases wearer's [Basic Attack] Speed by 25%. This effect stacks.
SSR Prohibited Crafts: [Basic Attack] deals 25% more damage.
SSR Ball Lightning: Whenever wearer's skill card is played, unleashes a ball lightning that [Penetrate] enemies, dealing damage once each time it hits enemies in its path and [Electrify] them. (For Electro teams, such as Nicola’s)
SR Viscera Collector MK 0: Using [Leader Skill] restores 0.4 Cost. This effect stacks. (For Sub-DPS/Support builds)
SSR External Memory Matrix: Max damage taken per hit is 33% of Max HP.
SSR Simulated Stars: Using [Leader Skill] restores 5% HP. This effect stacks.
UR Hulton Balloon: Draws a card after playing a 3-cost or higher Yellow card.
UR Karma Dice: Increases all allies’ trigger rates by 3%. This effect stacks.
SSR Mobius: Cards in your hand are replenished 0.25 seconds faster. This effect stacks.
SR Magic Spring: Restores 0.02 Cost per second. This effect stacks.
R Harrison Device: Playing a Yellow card restores 0.3 Cost. This effect does not stack.
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.
Increases own ATK by 1/3%. This effect stacks.
Increases own ATK by 10/30. This effect stacks.
Increases all own trigger rates by 1/5%. This effect stacks.
Increases final DMG dealt by 2/5%. This effect stacks.
[Chill], [Freeze], and [Megafreeze] dealt last for 1 second longer. This effect stacks.
This character's [Chill] effect has a 1/2% better chance to [Freeze] the target.
Inflicting [Freeze] restores 0.05/0.1 Cost. This effect stacks.
Playing a Blue card increases own DEF by 0.2/0.5%. This effect stacks.
Playing a Blue card restores 1/1.5% HP. This effect stacks.
Playing a Yellow card restores 0.05/0.1 Cost. This effect stacks.
Restores 0.01/0.02 Cost per second. This effect stacks.
Can draw MANY cards.
Applies team buffs with her Card Draws.
Can remove Fire-related field effects from the ally side.
Jack-of-all-trades: Draw, Buffer, DPS, Healer.
Damage output is unreliable.
Gets overshadowed early by other Card Draw characters who bring better buffs.
Requires a lot of investment to work as a main DPS.
General Performance (Global)
Best Teams
The teams below come from our Teams database and showcase ANY team with Shizuru [Summer] present within in all content available in the game.
Summer Shizuru Budget
Mode: Combat
★★★
★★★
★★
A pretty straightforward team, focused on self-buffing. It's very cheap to get going, but requires a bit of investment in equipment in order to tackle high-end content effectively.
Electro Summer (Premium)
Mode: Combat
★★★★★
★★★★
★★★★★
The new high tier Electro team, taking Nicola's damage output to a whole new level thanks to Shizuru the Summer Chaser's buffs and faster card cycling. Tennie can be replaced for Nayuta or Yejue if you're not struggling with survival.
Joshua Main DPS
Mode: Combat
★★★★★
★★★★★
★★★★
A team that optimizes Nova and Supernova generation alongside stacking Shadowcraft. It's well balanced in terms of Card Draw and Cost Generation, making it a bit faster than the usual Shadowcraft teams, however, it lacks healing. You can try swapping Stella for Arcana and/or Margiella for Suen if needed.
For more information about team building, check the guide below:
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