King's Castling
[Single Target]Deals Wind DMG equal to 140% of Cerydra’s ATK to one designated enemy.
“‘Flamebearer,’ ‘Tyrant,’ ‘Empress,’ ‘Supreme Commander,’ ‘Imperator’… The world has given me countless titles, but you may simply call me by my true name, Cerydra.”
Cerydra is a Wind Harmony support built to serve damage dealers who hit mainly with their Skill. She lets one ally fire off their Skill twice in a row at full power, and on top of that she raises their ATK, SPD and Skill DMG. The catch is that outside of Skill-based carries she is a lot less useful.
A great fit if you already have Phainon, Anaxa or Feixiao, and Phainon is the one she pairs with best. If nobody on your account deals most of their damage with their Skill, you can skip her.
Build Cerydra around ATK. The more ATK she has, the bigger the ATK bonus she gives to the ally with Military Merit, and her Trace Veni also turns her extra ATK into CRIT DMG for herself.
Epoch Etched in Golden Blood
Best
Flowing Nightglow
Great
A Grounded Ascent
Great
The Forever Victual
Easy to get
Planetary Rendezvous
Good
Go ATK% on Body and Planar Sphere. SPD comes first on Feet. For the Link Rope, either Energy Regeneration Rate or ATK% works: Energy Regeneration Rate gets her Ultimate up sooner, which matters because it costs 130 Energy. If she uses Flowing Nightglow, the Light Cone already gives Energy Regeneration Rate, so switching to an ATK% Rope is easier.
SPD and ATK% are the two most important substats, so keep pieces that roll either one. You only need SPD up to 140; once you're there, put everything into ATK% to reach 4000 ATK. Her Trace Vidi already gives 100% CRIT Rate, so you don't need to worry about that stat.
Her Skill sets the size of the Skill DMG buff she gives, and her Talent sets the ATK bonus for the ally with Military Merit, so level these two first. Her Ultimate comes next for more damage to all enemies. Basic ATK goes last, since Cerydra is a support.
In practice all three are very important, so unlock each one as soon as you can. Vici gives 20 SPD to Cerydra and the ally with Military Merit for 3 turns, and it also regenerates Energy for her. Vidi gives 100% CRIT Rate. Veni turns her ATK above 2000 into CRIT DMG, maxing out at 4000 ATK.
E1 makes the ally with Military Merit ignore 16% of the target's DEF, and once they have Peerage their Skill DMG ignores another 20%. Her Skill also regenerates 2 Energy for the ally. That amount is tiny, but for Phainon it builds up his resource for his Ultimate much faster. Without Phainon, E1 is still nice but not a must. E2 and E4 are mostly stepping stones. E6 is the next big jump: both Cerydra and the ally with Military Merit get 20% All-Type RES PEN, and her Additional DMG gets much stronger, enough for Cerydra to also take on a sub-DPS role.
Phainon is the top carry for Cerydra: in his Enhanced State, the bulk of what he deals is Skill DMG. Sunday's turn advance lets the team act more often, so Cerydra builds up Charge faster. Huohuo keeps everyone alive and, on top of that, raises her allies' ATK and gives them Energy.
Cerydra still uses her Skill on Phainon and waits for enough Charge so he can trigger Coup de Main. Cyrene shows up alongside Cerydra in quite a few Phainon teams, and the last slot is fairly flexible. Anaxa also works in the version with Cyrene and Dan Heng • Permansor Terrae, while Mydei only works with Cerydra when Cyrene is on the team too.
Her best partner. She doubles his powerful Skill attack without costing him extra resources and buffs that attack massively. Thanks to the 20 SPD from Cerydra, Phainon can swap SPD boots for ATK% without slowing down.
Anaxa gets two Skills per turn, so Cerydra's Charge fills up very fast with him. Her SPD buff also lets him run ATK% boots, but be careful if the team has a turn advancer, since keeping the buff up gets harder.
Cerydra lets her use her Skill twice, which builds up her own resource faster. Since she is a Wind damage dealer, you can also run Penacony, Land of the Dreams on Cerydra in her team.
Not his best support, but still usable. Archer spams his Skill, so he fills Cerydra's Charge very fast. If you skip the SPD part of her Skill, Cerydra can play Skill Point positive and save them for Archer. The downside is that the CRIT DMG and RES PEN from Peerage don't stay up all the time.
His turn advance for allies helps Cerydra build up Charge faster.
Gives turn advance and extra Skill Points, which helps Cerydra teams that often run short on Skill Points.
Advances an ally's turn with her Skill and can take Sunday's place.
The best sustain for Phainon teams, since she also boosts ATK and restores Energy for her allies.
Shows up in quite a few Phainon teams with Cerydra. With both Cerydra and Cyrene on the team, Mydei becomes playable too.
The 4-star pick for a budget team. Cerydra lets him use his Skill twice.
Her Skill, Pawn's Promotion, grants Military Merit to one ally. That ally gains ATK based on Cerydra's ATK. Once Cerydra reaches 6 points of Charge (the cap is 8), Military Merit automatically upgrades to Peerage and dispels the ally's Crowd Control debuffs. The ally with Peerage gets more CRIT DMG on their Skill DMG and more All-Type RES PEN.
When the ally with Peerage uses their Skill on enemies, they trigger Coup de Main: the Skill they are about to use is copied and cast first, at full power, without spending Skill Points or resources. Then the real Skill goes off as normal. After Coup de Main ends, 6 Charge is consumed and Peerage reverts to Military Merit. That is why Cerydra is only truly strong when your carry has a Skill worth doubling.
Cerydra gains 1 Charge when she uses her Skill, 2 when she uses her Ultimate, and 1 each time the ally with Military Merit uses Basic ATK or Skill (this doesn't count during Coup de Main). Her Trace Vidi adds 1 more when the ally with Military Merit uses their Ultimate while her Charge isn't full, but only once per battle. Keep in mind that Military Merit only stays on her most recent target, so switching targets resets Charge to 0.
Her Technique, First-Move Advantage, gives Cerydra Military Merit in the overworld, and it moves to whichever character you switch to. At the start of the battle, Cerydra automatically uses her Skill once on the character holding Military Merit without spending a Skill Point, which gets you to Peerage sooner. Just switch to your carry before you attack the enemy.
Deals Wind DMG equal to 140% of Cerydra’s ATK to one designated enemy.
Grants “Military Merit” to one designated ally character and gives Cerydra 1 points of Charge. Charge is capped at 8 points. When Charge reaches 6 points, automatically upgrades the character’s “Military Merit” to “Peerage” and dispels their Crowd Control debuffs. The character with “Peerage” is considered to have “Military Merit” simultaneously. The character with “Peerage” increases the CRIT DMG for their dealt Skill DMG by 90%, increases their All-Type RES PEN by 11.0%, and triggers Coup de Main when using their Skill on enemy targets. After Coup de Main ends, consumes 6 points of Charge to revert “Peerage” to “Military Merit.”
Gains 2 Charge. Deals Wind DMG equal to 288% of Cerydra’s ATK to all enemies. If no character on the field has “Military Merit,” prioritizes granting “Military Merit” to the first character in the current team.
The character with “Military Merit” increases ATK by an amount equal to 27.0% of Cerydra’s ATK. When the character uses Basic ATK or Skill, Cerydra gains 1 Charge. During Coup de Main, Cerydra cannot gain Charge. After the character with “Military Merit” uses an attack, Cerydra additionally deals 1 instance of Wind Additional DMG equal to 75% of her ATK. This effect can trigger up to 20 time(s). The trigger count resets every time Cerydra uses her Ultimate. “Military Merit” only takes effect on the most recent target. When the target changes, Cerydra’s Charge is reset to 0.
After using Technique, gains “Military Merit.” When switching the active character, “Military Merit” transfers to the current active character. At the start of the next battle, automatically uses Skill 1 time on the character with “Military Merit” without consuming any Skill Points.
The character with “Military Merit” ignores 16% of the targets’ DEF when dealing DMG. If “Military Merit” has been upgraded to “Peerage,” then the character additionally ignores 20% of the targets’ DEF when dealing Skill DMG. When Cerydra uses her Skill, regenerates 2 Energy for the designated ally target.
The character with “Military Merit” deals 40% increased DMG. While a teammate on the field has “Military Merit,” Cerydra’s DMG dealt increases by 160%.
Skill Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
Increases Ultimate’s DMG multiplier by 240%.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
The character with “Military Merit” increases their All-Type RES PEN by 20%, and the multiplier for the Additional DMG triggered via “Military Merit” increases by 300%. While a teammate on the field has “Military Merit,” Cerydra’s All-Type RES PEN increases by 20%.
Cerydra is a support character who can let an ally use their Skill twice in a row. In combat, Cerydra raises the ATK and SPD of one ally and builds up Charge. Once the Charge reaches a certain level, that ally can use an extra Skill whenever they use their Skill, while also gaining increased Skill CRIT DMG and All-Type RES PEN.