Thwack
[Single Target]Deals Quantum DMG equal to 140% of Seele’s ATK to one designated enemy.
“To use our strength to create a fair society… Isn’t that the obvious goal?”
Seele is a Hunt DPS who lives on finishing enemies off: defeating an enemy gives her an extra turn and puts her in the Amplification state, which boosts her DMG a lot. Since her 4.2 buffs, her Skill also fires again on its own when an enemy drops to half HP or lower, so she plays much more smoothly than before. She doesn't reach the very top of the current meta, but she stays competitive if you're willing to learn how to play her.
She suits players who like Seele, or who built her a long time ago and want to bring her back. She's very hard to play well and has no team archetype of her own, so if you just want a DPS that's easy to play, think twice.
Seele builds like a normal CRIT DPS: ATK, CRIT Rate and CRIT DMG. Her base SPD is already the highest in the game, so her boots take ATK% instead of SPD.
In the Night
Best
The Hell Where Ideals Burn
Great
Cruising in the Stellar Sea
Great
Sleep Like the Dead
Great
Swordplay
Good
Boots take ATK% rather than SPD, because Seele's base SPD is already very high and her Skill raises it further. On the sphere, Quantum DMG Boost comes first, but ATK% also works.
CRIT Rate and CRIT DMG matter equally, so aim for about 2% CRIT DMG for every 1% CRIT Rate. ATK% and SPD come after.
Sheathed Blade is what you press most and it does most of her damage, so level it first. Butterfly Flurry is her hardest hit and Resurgence boosts her DMG in the Amplification state, so those two come right after. Basic ATK is only used when you're out of Skill Points, so it goes last.
Lacerate gives Seele Quantum RES PEN while she's in the Amplification state, so unlock it first. Nightshade raises her DMG by 50% each time she defeats an enemy, stacking up to 3 times. Rippling Waves advances her next action by 20% after she uses a Basic ATK. All three are worth unlocking early.
E1 raises her CRIT Rate by 15% and lets her ignore 20% DEF against enemies at 80% HP or lower, a clear damage boost. E2 lets her Skill's SPD Boost stack 2 times, which helps if you don't use SPD boots or SPD buffs. E4 regenerates 15 Energy each time she defeats an enemy, so her Ultimate comes back faster. E6 puts enemies hit by her Ultimate in the Butterfly Flurry state, and they take one extra instance of DMG every time they're attacked.
This team is built around spamming Skill so Seele keeps killing enemies and triggering her automatic Skill. Sparkle restores Skill Points and advances Seele's action, while Cerydra lets her Skill trigger again. Any sustain works in the last slot, but Dan Heng • Permansor Terrae fits best because he gives both shields and ATK buffs.
Sparkle still handles Skill Points and action advance, while the second support slot swaps Cerydra for Robin • Summeretto or Robin. Robin raises the whole team's DMG, and her Ultimate gives her allies an extra turn. If you don't have Dan Heng • Permansor Terrae, Hyacine takes the sustain slot.
One of the best supports for Seele. Seele's extra turns burn through a lot of Skill Points, Sparkle restores them, and she also advances Seele's action by 50% every turn.
Repeats an ally's Skill without spending resources. Seele's extra turns and automatic Skill give Cerydra charges at a steady rate, and Cerydra also gives her 20 SPD plus an ATK buff.
Her best sustain: solid shields, lasting ATK buffs and debuff cleanse. With his enhanced Souldragon, he also helps push enemy HP down into Seele's kill range.
Raises the team's CRIT DMG and gives Seele extra turns. The two work really well together.
Implants Quantum Weakness on enemies, a great match when Seele wears Genius of Brilliant Stars.
Advances Seele's action without leaving the team short on Skill Points.
Raises the whole team's DMG, and her Ultimate gives her allies an extra turn.
A 4-star who gives SPD and restores Skill Points, letting Seele press her Skill more often.
His Talent and Seele's Resurgence play off each other, so he ends up healing a huge amount.
A 4-star who gives Seele SPD and ATK%, a good fit for budget teams.
Her Talent Resurgence is the core of Seele's kit: whenever she defeats an enemy with her Basic ATK, Skill or Ultimate, she gets an extra turn right away and enters the Amplification state, which raises her DMG. With the Lacerate trace she also gains Quantum RES PEN. Her buffs don't tick down during this extra turn. Keep in mind that kills made during the extra turn won't trigger another Resurgence. Thanks to this, Seele can clear a whole wave despite being a Hunt character, as long as you play her right.
After any ally (Seele included) attacks an enemy, if that enemy is at 50% HP or lower, Seele automatically uses Sheathed Blade on it one more time. This doesn't cost Skill Points, but it doesn't regenerate Energy either. It can only trigger once per turn and resets at the start of Seele's turn. If the target is already dead, the hit goes to the enemy with the lowest HP instead. If this free Skill defeats an enemy, it still triggers Resurgence.
The Resurgence extra turn jumps ahead of your Ultimate. If you defeat an enemy and wait until the extra turn to use your Ultimate, Seele has to use another attack first and you waste Energy. Queue Butterfly Flurry right after the killing blow instead, and the extra turn will be lined up after the Ultimate.
When there are lots of enemies and her Ultimate is ready, try the Double Resurgence trick: defeat one enemy with a Basic ATK or Skill, use her Ultimate before the turn ends to take out a second one, then defeat a third with a Basic ATK or Skill. Done right, you get two extra turns and restore a lot of Energy.
Her Technique Phantom Illusion gives Seele Stealth for 20 seconds, so enemies can't detect her. When she enters battle by attacking an enemy, she immediately enters the Amplification state and hits a random enemy once with a guaranteed CRIT. Seele needs kills to get going, so starting the fight already buffed makes her ramp-up much less slow.
Deals Quantum DMG equal to 140% of Seele’s ATK to one designated enemy.
Increases Seele’s SPD by 25% for 2 turn(s) and deals Quantum DMG equal to 275% of Seele’s ATK to one designated enemy.
Seele enters the Amplification state and deals Quantum DMG equal to 510% of her ATK to one designated enemy.
Enters the Amplification state upon defeating an enemy with Basic ATK, Skill, or Ultimate, and receives an extra turn. While in the Amplification state, increases the DMG of Seele’s attacks by 100% for 1 turn(s).
Enemies defeated in the extra turn provided by “Resurgence” will not trigger another “Resurgence.”
After using her Technique, Seele gains Stealth for 20 second(s). While Stealth is active, Seele cannot be detected by enemies. And when entering battle by attacking enemies, Seele will immediately enter the Amplification state.
When dealing DMG to an enemy whose HP percentage is 80% or lower, increases CRIT Rate by 15%.
The SPD Boost effect of Seele’s Skill can stack up to 2 time(s).
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
Seele regenerates 15 Energy when she defeats an enemy.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
After attacking with Ultimate, Seele inflicts “Butterfly Flurry” on the attacked enemy target for 1 turn(s). Enemies in “Butterfly Flurry” will additionally take 1 instance of Quantum Additional DMG equal to 15% of Seele’s Ultimate DMG every time they are attacked. If the target is defeated by the “Butterfly Flurry” state’s Additional DMG triggered by other allies’ attacks, Seele’s Talent will not be triggered.
When Seele is knocked down, the “Butterfly Flurry” inflicted on the enemies will be removed.