To learn more about Celince check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Celince 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.
16742
11594 + 5148
1053
821 + 232
1058
757 + 301
136
121 + 15
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
0%
0% + 0%
Celince 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!
Toxic Drizzle
Cooldown: 0
Tags: Single DMG, Debuff
Reunion in the rain is always a pleasant surprise. Celince deals 240% damage to a single enemy with a 40% chance to randomly inflict 2 of the following debuffs for 1 turn(s): [DoT], [Silence], or [Forgetfulness].
Level 2: Increases damage multiplier to 220%.
Level 3: Increase the probability of applying random Debuffs to 40%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increase the number of random Debuffs applied to 2.
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
[Silence]: Can only cast 1 skill(s).
[Forgetfulness]: Cannot trigger passive effects.
Healing Mist
Cooldown: 0
Tags: PASSIVE, Shield
Behind the Shroud Barrier lies the hunter's carefully constructed trap: at the end of the turn, if Celince is not in an incapacitated state, she applies [Aqua Shield] equal to 14% of her max HP to all allies, lasting until the start of her next turn.
Level 2: Increase the absorption ratio of [Aqua Shield] to 45%.
Level 3: Increase the absorption limit of [Aqua Shield] to 14% max HP.
Level 4: Increase the absorption ratio of [Aqua Shield] to 50%.
Level 5: Increase the damage reflection ratio of [Aqua Shield] to 85%.
[Aqua Shield]: Absorbs 50% damage and reflects 85% of the absorbed damage.
Grim Deluge
Cooldown: 3
Tags: ATK-, Forgetfulness, AoE
Even a hippopotamus can drown in a water tank. Celince deals 4 hit(s) of 75% damage to all enemies with a 30% chance each to inflict 2-turn [ATK-] and [Forgetfulness].
Level 2: Increases damage multiplier to 70%.
Level 3: Increases the chances of inflicting [ATK-] and [Forgetfulness] to 30%.
Level 4: Increases damage multiplier to 75%.
Level 5: Reduces Skill CD by 1 turn(s).
[ATK-]: Decreases ATK by 40%.
[Forgetfulness]: Cannot trigger passive effects.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Shield Provided +8%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect ACC +12%
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
Celince is a rather unique Animus, combining powerful, but niche and hard to land debuffs and a recurring Shield that is refreshed every turn, but isn’t as big as most other dedicated shielders in exchange.
Celince’s S2 is a passive, applying a unique [Aqua Shield] to all allies at the end of each of her turns as long as she’s not Hard CCed, which functions quite differently from other Shields. This Shield can only ever absorb half of the damage inflicted on the protected Animus, meaning that without other sources of protection, the Animus always suffers at least 50% of the blow directly to their HP. This is critical, as it means that a low Health unit can potentially die from a hit even though the shield is active on them. As a trade-off, 85% of the damage mitigated by the shield is directly reflected to the attacker, and this damage is not affected by the enemy’s Affinity, DEF or an ATK- on Celince.
Celince’s S3 is where her strong Debuffs are, in the form of a 4-hit AOE that can apply both [ATK-] and [Forgetfulness], the latter preventing any Passive effect from triggering. This applies to Passive Skills (like Celince’s own S2 for example) but also any Passive component usually found on Skill 1s, for example Tiamat’s, Freya’s or even Heinrich’s. Her S1, although pretty good, is mostly there to fill the gap in her rotation when her S3 is on cooldown or you simply don’t want to waste it on immune enemies, with it having a below average chance to apply two debuffs among [DoT], [Silence] and [Forgetfulness].
In PVE, Celince is a very strong pick for Dokidoki, offering both the much-needed [Damage Reduction] disable but also [ATK-] and recurring Shields. In the rest of the content, Celince is more of a Support/Defensive Debuffer as her [Forgetfulness] Debuff doesn’t work on most Bosses.
In PVP however, Celince shines as a versatile pick: a very high HP and fast Celince can return an AOE right back at the enemy, possibly one shotting their nuker. She can also be played in slower, sturdier setups, with the goal of constantly preventing the enemy from unleashing their potential.
Has multiple strong effects to bring to Dokidoki.
Offers recurring protection without pressing a Skill.
A surprising amount of Animus rely on passive effects, and more are certain to be released.
Very high uptime with her low CD.
Can one shot a carry through reflect.
Cleanse and Immunity are abundant.
The shield offers average protection.
Dying with the shield on does not activate the reflect damage.
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 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.
The go-to Shell for Celince that allows her to cycle faster in longer battles - this also helps with her S2 as the often she moves, the faster she can apply/refresh her Shield. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.
Best Module Sets:
You can use
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,
The cooldown of the skill can't be reduced.
Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.
2
Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
3
Before the owner takes action, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 50% in the current turn.
A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.
Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.
1
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Timeweave allows to cycle the skills faster, especially early on when you don't have them leveled up - so they have very long cooldowns.
2
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.
3
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
1
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.
2
4/8: HP +10%
8/8: HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].
Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.
3
4/8: DEF +10%
8/8: DEF +10%. After being attacked, advances Turn Meter by 10%.
A powerful specialist option for Supports and, in some cases, DPS characters. When used in PVP, it can allow you to ‘catch up’ against teams that move before you, giving you a chance to fight back. In PvE, it can be a strong gauge boosting tool in fights against many enemies or bosses that hit your team incredibly frequently.
1
6/6: SPD +15% & Effect ACC +20%
The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.
SPD (Until Desired) > Effect ACC (Until Desired) >= HP% > Flat HP
Celince has three stats to pay attention to across gear:
All Celince skills give her something she wants, to it is hard to pick the skill to level first. Decide based on how you are using her what she needs most.
Celince synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Celince present within in all content available in the game.
Hoyan Inferno #1
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
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