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This page is currently in the process of being expanded on. Please note that there may be missing or incomplete information.
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Collaborative Guide
Collaborative guides are edited by the general community based on a general focus and are works of opinion. Please use the Discussion page or the Discord if major changes are required.
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Ciella's Wrath: Expert is a challenge quest centered on a boss battle with Ciella, unlocked upon the completion of Chapter 10 and any Advanced Dragon Trial at standard difficulty, and meeting the minimum might requirement of 28,000.
- Rewards from Expert difficulty include
Eliminating One's Mask Fragment and
Despairing One's Mask Fragment, which can be used to craft and upgrade 6
wind Agito weapons, and can be used to upgrade the
Wind Tree facility.
- Additionally, clearing Expert difficulty for the first time rewards the player with sufficient amount of materials to obtain a copy or unbind of 6
wind Agito weapon.
Stat and Equipment Requirements[edit | edit source]
HP isn't too much of a concern, as most adventurers should be able to withstand the unavoidable damage Ciella inflicts throughout the fight if they came prepared with sufficiently strong equipment and some form of strong healing is carried by someone.
For Expert, at a minimum, adventurers should be equipped with at least a fully upgraded 5
Chimeratech weapon; these weapons are in fact required before you're able to craft Agito weapons in the first place.
- Support adventurers such as
Lowen and
Tobias can get by with a Chimeratech without issue.
- For DPS adventurers, while it is possible to clear with a Chimeratech, it is highly suggested to use a stronger weapon, such as an Agito weapon instead, or less preferably, a highly-upgraded High Dragon weapon (at least 6 unbinds).
- It's easier to start with the 0UB Agito weapon, and unbind it instead. If you already crafted one from Standard first clear rewards, use it!
- High Dragon weapons can become very expensive to unbind for its later unbinds, and its power is inferior to Chimeratech weapons before 6 unbinds. If you already have it, though, use it.
- As
Grace is
Shadow-attuned instead of
Wind, she wants Shadow weaponry over Wind weaponry.
- If planning to clear in auto-battle mode, Chimeratech weaponry are completely unacceptable on DPS adventurers; only upgraded Agito and fully upgraded High Dragon weapons should be used on them.
Weapon Category |
Sword |
Blade |
Dagger |
Axe |
Lance |
Bow |
Wand |
Staff |
Grace
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Fully upgraded Chimeratech (Support acceptable, DPS NOT recommended)
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High Dragon (at least 6 unbinds, very costly)
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Endless Horizon
5    Endless Horizon HP: 218 Strength: 1574
Skills |
Abilities
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None
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Windruler's Maw
5    Windruler's Maw HP: 270 Strength: 1383
Skills |
Abilities
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None
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Guiding Gale
5    Guiding Gale HP: 252 Strength: 1515
Skills |
Abilities
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None
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Grand Tempest
5    Grand Tempest HP: 221 Strength: 1575
Skills |
Abilities
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None
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Stormruler
5    Stormruler HP: 294 Strength: 1340
Skills |
Abilities
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None
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Dark Hunger
5    Dark Hunger HP: 294 Strength: 1340
Skills |
Abilities
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None
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Agito (recommended)
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Excalibur
6    Excalibur HP: 260 Strength: 1696
Skills |
Abilities
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Arondight
6    Arondight HP: 229 Strength: 1798
Skills |
Abilities
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Carnwennan
6    Carnwennan HP: 263 Strength: 1662
Skills |
Abilities
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Marmyadose
6    Marmyadose HP: 268 Strength: 1781
Skills |
Abilities
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Rhongomyniad
6    Rhongomyniad HP: 266 Strength: 1730
Skills |
Abilities
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Failnaught
6    Failnaught HP: 255 Strength: 1629
Skills |
Abilities
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Camelot
6    Camelot HP: 245 Strength: 1747
Skills |
Abilities
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Avalon
6    Avalon HP: 287 Strength: 1612
Skills |
Abilities
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Everyone should ideally be equipped with a max-unbound 5
Wind-attuned dragon for Expert. This includes even healers and supportive adventurers, due to the higher difficulty of the quest compared to Volk's Wrath: Expert and Kai Yan's Wrath: Expert.
- As
Grace is
Shadow-attuned instead of
Wind, she wants Shadow dragons over Wind dragons.
Adventurers
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Dragons
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Gala Leif
5    Gala Leif HP: 835 Strength: 456
Skills |
Abilities
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| Su Fang
4    Su Fang HP: 722 Strength: 474
Skills |
Abilities
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| Summer Norwin
5    Summer Norwin HP: 760 Strength: 499
Skills |
Abilities
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| Ranzal
4    Ranzal HP: 781 Strength: 444
Skills |
Abilities
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| Kirsty
5    Kirsty HP: 751 Strength: 509
Skills |
Abilities
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| Hawk
5    Hawk HP: 764 Strength: 494
Skills |
Abilities
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| Louise
5    Louise HP: 805 Strength: 470
Skills |
Abilities
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Vayu
5   Vayu HP: 369 Strength: 126
Skills |
Abilities
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| Ariel
5   Ariel HP: 369 Strength: 126
Skills |
Abilities
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| Pazuzu
5   Pazuzu HP: 369 Strength: 126
Skills |
Abilities
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| Zephyr
5   Zephyr HP: 369 Strength: 126
Skills |
Abilities
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Standard DPS - Most DPS adventurers use these standard DPS dragons.
- Hawk signficantly prefers Midgardsormr Zero or Vayu due to his exceedingly high skill damage totals, and most other adventurers prefer them anyway under most circumstances.
- Ariel can assist with skill uptime or make certain strategies easier to execute, though otherwise she technically is a bit inferior than either Skill Damage dragon for most DPS adventurers.
- AC-011 Garland can provide extremely high strength as long as the adventurer does not take any damage that disables the shield; a large
Life Shields combined with high amounts of Defense Up (to mitigate the Vulnerable's Defense Down effect) and HP Up buffs (to increase the HP value of shields) may help with meeting this in the face of unavoidable damage, especially with the Agito weapon's defense buff, though it may require the life shield to be extremely large like those belonging to Grace, or have an extremely high DPS to skip the Vulnerability Blasts.
- Summer Konohana Sakuya initially grants only a 40% increase in strength, but as time goes in in the quest, and with each shapeshift, additional, significant buff effects (most notably a 50% increase in skill damage, but also various defensive buffs) can be obtained. An adventurer with Summer Konohana Sakuya equipped may have a slow start, but eventually will become extremely strong offensively and defensively.
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Lin You
5    Lin You HP: 744 Strength: 517
Skills |
Abilities
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Vayu
5   Vayu HP: 369 Strength: 126
Skills |
Abilities
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| Long Long
5   Long Long HP: 369 Strength: 126
Skills |
Abilities
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| Ariel
5   Ariel HP: 369 Strength: 126
Skills |
Abilities
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| Pazuzu
5   Pazuzu HP: 369 Strength: 126
Skills |
Abilities
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| Zephyr
5   Zephyr HP: 369 Strength: 126
Skills |
Abilities
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Big Crits Kung Fu Master - Lin You can reach a critical rate high enough for Long Long to pull ahead of most other dragons, and hence Long Long becomes a highly suitable choice for Lin You. Other DPS dragons will still function just as well as they do on other adventurers, though.
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Templar Hope
4    Templar Hope HP: 810 Strength: 442
Skills |
Abilities
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| Sylas
5    Sylas HP: 790 Strength: 485
Skills |
Abilities
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| Summer Sinoa
5    Summer Sinoa HP: 788 Strength: 487
Skills |
Abilities
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Ariel
5   Ariel HP: 369 Strength: 126
Skills |
Abilities
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| Vayu
5   Vayu HP: 369 Strength: 126
Skills |
Abilities
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| Pazuzu
5   Pazuzu HP: 369 Strength: 126
Skills |
Abilities
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| Zephyr
5   Zephyr HP: 369 Strength: 126
Skills |
Abilities
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Hybrid DPS - These hybrid DPS adventurers want to have as much uptime on their buff/debuff/poison skills as possible, so Ariel is a perfect fit, though other DPS dragons will also work.
- As Summer Sinoa has a sufficiently high critical rate and can become
Inspired with ease, Long Long also works well with her.
- If Templar Hope is having trouble surviving in auto compositions, even with Midgardsormr Zero or Summer Konohana Sakuya,
Freyja or Garuda may be considered to sacrifice DPS (time) for consistency.
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Melody
3    Melody HP: 741 Strength: 470
Skills |
Abilities
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| Tobias
5    Tobias HP: 781 Strength: 494
Skills |
Abilities
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| Noelle
4    Noelle HP: 764 Strength: 472
Skills |
Abilities
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Ariel
5   Ariel HP: 369 Strength: 126
Skills |
Abilities
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| Freyja
5   Freyja HP: 375 Strength: 120
Skills |
Abilities
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| Zephyr
5   Zephyr HP: 369 Strength: 126
Skills |
Abilities
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| Mini Mids
5   Mini Mids HP: 225 Strength: 72
Skills |
Abilities
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Support - These support adventurers have low personal DPS, so prefers having Skill Haste Up abilities.
- Freyja grants higher amounts of skill haste, and carries a potent
HP Regen skill that also instantly grants 5 stacks of Energy, instantly energizing all teammates. She is ideal for Tobias, and is required for 4DPS runs anyway.
- Ariel increases damage output especially when in dragon form, and is ideal for Melody, Noelle, and Dragonyule Xainfried if someone else can heal significantly.
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Lowen
4    Lowen HP: 783 Strength: 453
Skills |
Abilities
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| Wedding Xania
4    Wedding Xania HP: 783 Strength: 453
Skills |
Abilities
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| Akasha
5    Akasha HP: 807 Strength: 468
Skills |
Abilities
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| Summer Amane
5    Summer Amane HP: 744 Strength: 467
Skills |
Abilities
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Freyja
5   Freyja HP: 375 Strength: 120
Skills |
Abilities
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| Garuda
5   Garuda HP: 383 Strength: 114
Skills |
Abilities
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| Ariel
5   Ariel HP: 369 Strength: 126
Skills |
Abilities
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| Mini Mids
5   Mini Mids HP: 225 Strength: 72
Skills |
Abilities
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| Zephyr
5   Zephyr HP: 369 Strength: 126
Skills |
Abilities
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Healers - Healers will prefer to increase their healing output and buff uptime under most circumstances. Note that despite her wielding an axe, Summer Amane is a healer.
- Freyja provides the highest amount of
Skill Haste Up, a HP Up ability, and carries a strong regen heal with her dragon skill, and is usually the best pick for healers.
- Garuda provides a higher amount of HP boost compared to Freyja, but provides no skill haste. She is ideal if you need a big heal over faster heals.
- Ariel provides slightly less skill haste, but grants
Strength Up instead of HP Up. She may be used in place of Freyja if you prefer having slightly more DPS without going off-element, or are playing in public co-op and need to meet might requirements, though your healing output burst/ticks will be lower than Freyja or Garuda. Also has a pretty good dragon form damage should you opt to use it.
- Due to Akasha's elevated personal damage output with
Vital GateLv. 1: Deals 1 hit of 640% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (380 SP regen every 1.5 seconds). [20000 SP]
Lv. 2: Deals 1 hit of 800% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (420 SP regen every 1.5 seconds). [20000 SP], as well as its SP gain effect, Ariel is a perfect fit for her.
- Pop-Star Siren's
Strength Up and Energy buffs can be extremely strong if timed correctly, though your healing will also be at the weakest.
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Grace
5    Grace HP: 804 Strength: 470
Skills |
Abilities
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Azazel
5   Azazel HP: 368 Strength: 128
Skills |
Abilities
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| Ebisu
5   Ebisu HP: 221 Strength: 77
Skills |
Abilities
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|  High Zodiark
5   High Zodiark HP: 350 Strength: 120
Skills |
Abilities
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| Mini Zodi
5   Mini Zodi HP: 221 Strength: 77
Skills |
Abilities
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| Nidhogg
5   Nidhogg HP: 374 Strength: 121
Skills |
Abilities
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Off-element Grace - If using Grace for life shields, she really wants HP dragons above all else, so her choices are much more limited than standard healers.
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All adventurers should equip their standard wyrmprints in normal compositions.
In an auto battle composition, adventurers may see benefit from running Strength Doublebuff wyrmprints such as
Brothers in Arms or
Sisters of the Anvil for offense, and Healing Doublebuff wyrmprints such as
The Dragon Smiths or
Odd Sparrows for survivability, due to the very high frequency of defense buffs.
These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.
Adventurer |
Notes
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Gala Leif
5    Gala Leif HP: 835 Strength: 456
Skills |
Abilities
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Extremely high constant damage output, Poison, minor Strength Down and Defense Down.
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Shreds the mode gauge while Ciella is in overdrive state, provides Defense Down debuff zones, and Strength Doublebuff +13%Increases strength by 13% for 15 seconds each time a defense up buff is received. receptive to Defense Up buffs.
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Su Fang
4    Su Fang HP: 722 Strength: 474
Skills |
Abilities
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Extremely high damage output due to matched Therion's Bane +35%Increases damage to therions by 35%. in Phase 2, Poison.
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Summer Norwin
5    Summer Norwin HP: 760 Strength: 499
Skills |
Abilities
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Extremely high burst damage output, as well as providing Energy stacks, and can provide access to Poison (though harms him in the process of doing so).
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Ranzal
4    Ranzal HP: 781 Strength: 444
Skills |
Abilities
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High damage output, Poison, provides a small Life Shield, can provide Defense Up, very frequent Dispel.
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Lin You
5    Lin You HP: 744 Strength: 517
Skills |
Abilities
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Very high constant damage output, can inflict Sleep, very high critical rates, self-sustain.
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Very high constant damage output, Poison, large (in both magnitude and area) Defense Down zone.
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Sylas
5    Sylas HP: 790 Strength: 485
Skills |
Abilities
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High damage output, Poison, Strength Down, significant buff effects especially with guaranteed Skill Haste Up, occasional total affliction relief.
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Kirsty
5    Kirsty HP: 751 Strength: 509
Skills |
Abilities
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Very high constant damage output if paired with a Poisoner, and occasionally buffs teamwide strength.
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Hawk
5    Hawk HP: 764 Strength: 494
Skills |
Abilities
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Extremely high burst damage output, Poison.
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Summer Sinoa
5    Summer Sinoa HP: 788 Strength: 487
Skills |
Abilities
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Very high burst damage output, Poison, signficantly buffs teamwide critical rates and damage, as well as providing Inspiration stacks.
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Louise
5    Louise HP: 805 Strength: 470
Skills |
Abilities
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Very high constant damage output, Poison, and Strength Doublebuff +15%Increases strength by 15% for 15 seconds each time a defense up buff is received. receptive to Defense Up buffs.
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These units spend most of the time buffing other adventurers.
- Don't bring more than two pure support adventurers in the whole composition.
Adventurer |
Notes
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Melody
3    Melody HP: 741 Strength: 470
Skills |
Abilities
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Strength Up buffer with relatively high personal DPS compared to other options. Also provides access to Poison.
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Noelle
4    Noelle HP: 764 Strength: 472
Skills |
Abilities
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Ranged Strength Up buffer. Easier to use than all other choices here.
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Critical Rate Up buffer. Works best when paired with a Strength buffer. Shapeshifts more frequently than other options, and can take advantage of it with a DPS dragon if desired.
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Tobias
5    Tobias HP: 781 Strength: 494
Skills |
Abilities
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Strength Up buffer with access to Poison. More awkward to use than all other choices if wishing to use his poisoning skill, but technically buffs the strongest standalone.
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Templar Hope
4    Templar Hope HP: 810 Strength: 442
Skills |
Abilities
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Strength Up and Defense Up buffer, has full dual-resist abilities, and deals a good amount of damage on his damaging skill. Highly valuable for enabling auto compositions.
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The healer keeps the team alive and provides support.
Adventurer |
Notes
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Lowen
4    Lowen HP: 783 Strength: 453
Skills |
Abilities
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Lowen has low personal DPS, but has high healing output, can Dispel, provides Bog relief, and grants some defensive support with both Defense Up and HP Up buffs.
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Grace
5    Grace HP: 804 Strength: 470
Skills |
Abilities
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Grace provides a very large Life Shield which can protect adventurers from being afflicted and blocks knockback while the shield is not completely destroyed. Her Defense Up buff is much higher, at 100%, but also lasts significantly shorter than Lowen's, making it more suitable for mitigating severe damage. Also Dispels.
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Akasha
5    Akasha HP: 807 Strength: 468
Skills |
Abilities
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If Lowen is a defensive support healer, then Akasha is an offensive support healer. Although she is not a fully offensive healer in the sense of Heinwald that is a disguised DPS, she instead has access to Vital GateLv. 1: Deals 1 hit of 640% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (380 SP regen every 1.5 seconds). [20000 SP]
Lv. 2: Deals 1 hit of 800% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (420 SP regen every 1.5 seconds). [20000 SP], which can deal some damage, heal the entire team, as well as significantly speed up skill cooldowns on other teammates when used strategically. She will appreciate having access to high amounts of Skill Haste Up, and pairs especially well with Sylas for even more effective SP gain. Cannot dispel innately.
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Summer Amane
5    Summer Amane HP: 744 Strength: 467
Skills |
Abilities
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Summer Amane is a strange healing unit - despite wielding an axe, she is primarily healing-focused, and also buffs teamwide strength and critical rates, and both of her skills have extremely low SP costs. She cannot provide affliction relief by herself, but she has innate freeze resistance, and hence will never be disabled in Ciella's Wrath. Cannot dispel innately.
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Wedding Xania
4    Wedding Xania HP: 783 Strength: 453
Skills |
Abilities
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Wedding Xania is somewhat similar to Lowen, but instead of bog cleanse, she provides Freeze relief, and doesn't have access to HP Up buffs. Her SP costs are also markedly inferior to Lowen's or Akasha's (healing wise), though at least she has innate freeze resistance, and hence will never be disabled in Ciella's Wrath. Cannot dispel innately.
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There are two general variations of compositions in Ciella's Wrath: Expert. There are also two specialty compositions that have unusual requirements and not compatible with normal co-op.
- If a 4DPS composition is used in a general composition, someone must carry
Freyja to have access to reliable, strong healing to recover from unavoidable damage.
General Composition
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Hawk
5    Hawk HP: 764 Strength: 494
Skills |
Abilities
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| Sylas
5    Sylas HP: 790 Strength: 485
Skills |
Abilities
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| Lin You
5    Lin You HP: 744 Strength: 517
Skills |
Abilities
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| Tobias
5    Tobias HP: 781 Strength: 494
Skills |
Abilities
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A sample standard 4DPS composition.
- Note that there may be two supportive adventurers, or none of them; all variants are equally valid.
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Gala Leif
5    Gala Leif HP: 835 Strength: 456
Skills |
Abilities
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| Louise
5    Louise HP: 805 Strength: 470
Skills |
Abilities
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| Noelle
4    Noelle HP: 764 Strength: 472
Skills |
Abilities
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| Lowen
4    Lowen HP: 783 Strength: 453
Skills |
Abilities
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A sample standard 3DPS composition.
- Note that there may also be no supportive adventurers; all variants are equally valid.
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Specialty Composition
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Louise
5    Louise HP: 805 Strength: 470
Skills |
Abilities
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| Louise
5    Louise HP: 805 Strength: 470
Skills |
Abilities
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| Louise
5    Louise HP: 805 Strength: 470
Skills |
Abilities
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| Templar Hope
4    Templar Hope HP: 810 Strength: 442
Skills |
Abilities
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Defense doublebuff spam composition.
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Templar Hope
4    Templar Hope HP: 810 Strength: 442
Skills |
Abilities
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| Ranzal
4    Ranzal HP: 781 Strength: 444
Skills |
Abilities
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| Louise
5    Louise HP: 805 Strength: 470
Skills |
Abilities
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| Lowen
4    Lowen HP: 783 Strength: 453
Skills |
Abilities
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A specialty composition used for clearing in auto battle mode.
- Templar Hope must be the leader. He takes the brunt of the damage in an auto run.
- Ranzal and Louise are example DPS adventurers that may be replaced with any two
Bog Res +100% adventurers, as well as Sylas.
- Ideally, additional shared skills that provides healing and/or increase defense should be unlocked, such as
Halloween Lowen's You won't trick me!Lv. 1: Restores HP to all allies with 31% Recovery Potency and continues healing over the next 15 seconds with 25% Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP] and/or Patia's Sparrow's GuardLv. 1: Increases the entire team's defense by 15% for 15 seconds. [4367 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds. [4367 SP]
Lv. 3: Increases the entire team's defense by 25% for 15 seconds. [4367 SP]
Lv. 4: Increases the entire team's strength by 15% and defense by 25% for 15 seconds. [4367 SP], to improve defense buff uptime and healing output - the auto battle composition hinges on him surviving.
- A Strength Doublebuff wymrprint such as
Brothers in Arms or Sisters of the Anvil can improve DPS from Templar Hope and the DPS adventurers due to the high amount of defense buffs from Templar Hope, Lowen, and possibly additional adventurers that can buff defenses.
Grace may replace Lowen.
Summer Konohana Sakuya may potentially increase AI teammates' survivability as the fight goes on compared to standard DPS dragons.
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Vulnerable is a special effect that reduces defense by 15% for 90 seconds. This effect can be stacked up to 3 times at once.
Hence, it is crucial to mitigate the significant amounts of Vulnerability that Ciella inflicts upon adventurers by raising defenses where possible, and try to avoid getting hit unnecessarily.
On Freeze and Graphic Settings[edit | edit source]
Some of Ciella's attacks inflict
Freeze. On the Basic graphics setting, the ice block on frozen adventurers will not appear. Players using Basic graphics should pay attention to other teammates and/or the combat log and be prepared to attack seemingly stuck or unresponsive adventurers.
If auto-battle is being used, you can skip reading the next two sections; the AI should be able to clear most of the time if all DPS adventurers were equipped with 8UB High Dragon or 4UB+ Agito weaponry.
Note: Ciella may skip moves, or parts of them, depending on the overall DPS levels. This guide assumes a 3DPS run that takes around 5 minutes, suitable as a ballpark for inexperienced players and a not-quite-optimal setup.
Also, if you have played High Brunhilda's Trial or Ayaha & Otoha's Wrath, some of Ciella's attacks may seem familiar to you. They're also mechanically similar, so many things you may have learned from these fights will also apply here.
Unavoidable mapwide blast that inflicts damage and a
Vulnerable stack.
Lowen should use his
Winds, Protect Us!Lv. 1: Increases the entire team's defense by 15% for 15 seconds, and increases each adventurer's max HP by 5% for the remainder of the quest. Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead. [11449 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds, and increases each adventurer's max HP by 10% for the remainder of the quest. Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead. [11449 SP]
Lv. 3: Increases the entire team's defense by 25% for 15 seconds, gradually recovers their HP for 15 seconds with 17% Recovery Potency every 2.9 seconds, and increases each adventurer's max HP by 15% for the remainder of the quest. Once HP buffs reach the limit, an HP recovery effect is granted instead. [11449 SP] before this hits to reduce the damage and cancel out the
Defense Down effect Vulnerability carries, and if possible, an additional
Defense Up shared skill if one is available.
Akasha should roll towards Ciella once, use her
Vital GateLv. 1: Deals 1 hit of 640% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (380 SP regen every 1.5 seconds). [20000 SP]
Lv. 2: Deals 1 hit of 800% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (420 SP regen every 1.5 seconds). [20000 SP] to create a
SP Regen buff zone for the other teammates, and if possible, an additional
Defense Up shared skill if one is available.
- Either way, heal off the damage afterwards if a healer is used.
- You'll have to live with some damage in a 4DPS run if no one has a healing shared skill, before
Freyja becomes available.
Multiple fast-firing arrows (red action markers) attack adventurers from the above, that also tracks them. Skill (if the skill has a long animation), dodge, or move away from the area.
Ciella fires 4 arrows in a cone pattern targeted at the furthest adventurer, which bounces off the map's outer walls.
- The targeted adventurer should try to stay put, and other ranged DPSes should be at the same position as the targeted adventurer.
- Melee DPSes should go behind Ciella, and try to avoid getting hit by the arrows.
- The arrows can be iframed with skills or dodge rolls.
Ciella charges towards the furthest adventurer. All adventurers should roll towards Ciella's destination if they're out of skills.
Crystal Arrows spawn on adventurers' positions. Leave the area (they deal severe damage when they hit), and destroy them all before the next attack to make it easier to dodge attacks.
- If possible, try to stack them all on the same position near Ciella (preferred), or place them in a line (less preferred), and never spread them too far apart, so that they can be destroyed easier with damaging skills.
Hawk's
Savage HawkLv. 1: Deals 1 hits of 769% wind damage to enemies in a line. [2723 SP]
Lv. 2: Deals 1 hits of 807% wind damage to enemies in a line. Stunned foes take 1678.56% wind damage instead. [2723 SP]
Lv. 3: Deals 1 hits of 848% wind damage to enemies in a line. Stunned foes take 1823.2% wind damage instead. [2723 SP]
Lv. 4: Deals 2 hits of 474% wind damage to enemies in a line. Stunned foes take 1 hit of 2038.2% and 1 hit of 474% wind damage instead. Poisoned foes take 1 hit of 474% and 1 hit of 1422% wind damage instead. Poisoned and stunned foes take 1 hit of 2038.2% and 1 hit of 1422% wind damage instead. [2723 SP] and
Louise's
Piercing WindLv. 1: Deals 4 shots of 351% wind damage to enemies in a line, and inflicts poison for 15 seconds - dealing 30.8% damage every 2.9 seconds - with 100% base chance. [2896 SP]
Lv. 2: Deals 4 shots of 390% wind damage to enemies in a line, and inflicts poison for 15 seconds - dealing 43.6% damage every 2.9 seconds - with 110% base chance. [2896 SP]
Lv. 3: Deals 4 shots of 434% wind damage to enemies in a line, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% base chance. [2896 SP]
Lv. 4: Deals 4 shots of 542% wind damage to enemies in a line, inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance, and restores 5% of the damage inflicted as HP to the user. This recovery caps at 5% of their maximum HP. [2896 SP] or
Arrow ShowerLv. 1: Deals 3 shots of 256% wind damage to enemies in a line. Poisoned foes take 345.6% wind damage per hit instead. [5001 SP]
Lv. 2: Deals 3 shots of 269% wind damage to enemies in a line. Poisoned foes take 403.5% wind damage per hit instead. [5001 SP]
Lv. 3: Deals 3 shots of 693% wind damage to enemies in a line. Poisoned foes take 1039.5% wind damage per hit instead. Damage will be decreased as the user's HP decreases, down to 3 hits of 346.5% (519.75% on poisoned foes) at 1 HP. [5001 SP] will make quick work of them if these arrows are either stacked or in a line.
- These Crystal Arrows, once spawned, inflict
Bog on contact without dealing damage, so
Freeze Res +100%Reduces susceptibility to freezing by 100%. adventurers will have to avoid making contact with them, which might be tricky with
Sylas due to his lance range and
Woodland SpearLv. 1: Deals 2 hits of 485% wind damage to enemies directly ahead. [3120 SP]
Lv. 2: Deals 2 hits of 510% wind damage to enemies directly ahead, reduces their strength by 10% for 10 seconds with 50% base chance, and inflicts poison for 15 seconds - dealing 43.6% wind damage every 2.9 seconds - with 110% base chance. [3120 SP]
Lv. 3: Deals 2 hits of 534% wind damage to enemies directly ahead, reduces their strength by 10% for 10 seconds with 50% base chance, and inflicts poison for 15 seconds - dealing 58.2% wind damage every 2.9 seconds - with 120% base chance. [3120 SP]
Lv. 4: Deals 2 hits of 593% wind damage to enemies directly ahead, reduces their strength by 30% for 10 seconds with 50% base chance, and inflicts poison for 15 seconds - dealing 58.2% wind damage every 2.9 seconds - with 120% base chance. This strength reduction effect will not stack. Poisoned foes take 2 hits of 889.5% wind damage instead. [3120 SP]'s comparatively poor reach versus the arrows' oversized hit boxes.
Freyja carriers should be able to shapeshift around this point, or on the next attack, if they carried sufficient amounts of Dragon Haste co-abilities and/or chain co-abilities and a
Shapeshift Prep +10%Fills 10% of the dragon gauge at the start of quests. ability. They should shapeshift now and use her
Breath of LifeLv. 1: Restores HP to all allies with 37% Recovery Potency, continues healing over the next 15 seconds with 25% Recovery Potency every 2.9 seconds, and energizes the entire team. [30 SP]
Lv. 2: Restores HP to all allies with 42% Recovery Potency, continues healing over the next 20 seconds with 30% Recovery Potency every 2.9 seconds, and energizes the entire team. [30 SP] to restore everyone's HP to full, as well as grant 5
Energy stacks to all teammates.
Ciella shoots a wide beam that inflicts
Freeze on contact. It starts out pointing downward, and rotates clockwise.
- The hitbox is wider than it looks.
- Ideally, stay behind Ciella; you should be able to retain some attack uptime, useful for SP gain, and especially if you have any abilities that rely on keeping a combo.
- If any Crystal Arrows were hit by the Frigid Beam, they will spawn icebergs that spread outwards, and are also unavoidable within their markers. Pay attention to the map's attack markers if they do spawn.
You may need some form of strong healing to get past this.
Akasha may need to preload
Akashic ReposeLv. 1: Restores HP to all allies with 31% Recovery Potency, continues healing over the next 15 seconds with 25% Recovery Potency every 2.9 seconds, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP] during the previous attack, and then cast it again now, or use some form of
Force Charge IIIFills 25% of skill gauges when the user's force strikes connect (up to three times per quest). (e.g. from
Castle Cheer Corps) to create two stacks of
HP Regen healing for the other teammates if not running
Freyja or
Garuda. Additional healing shared skills will help with the healing check.
Ciella shoots a wide beam towards the furthest adventurer, dealing severe damage if it hits. Skill, dodge, or move away.
- Ciella may use this move twice in a row if DPS is low.
Ciella will cloak and become nearly invisible, removing all afflictions and debuffs, and move around in the arena, then attack a large area of the map. There's nothing you can do other than to move to the top of the arena; here, Ciella will always attack either the left or right portion of the arena, but the top of the arena will always be safe.
- Simply be behind Ciella once she stops moving.
Akasha may wish to use her
Vital GateLv. 1: Deals 1 hit of 640% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (380 SP regen every 1.5 seconds). [20000 SP]
Lv. 2: Deals 1 hit of 800% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (420 SP regen every 1.5 seconds). [20000 SP] here to provide SP gain on other adventurers during this downtime, though this is up to the player's discretion.
Ciella attacks a small area around herself. Skill, dodge, or leave the area if you're a melee adventurer.
You should be able to enter Phase 2 around here.
As the phase transition has a long animation compared to Volk's Wrath: Expert and Kai Yan's Wrath: Expert, if one wishes to use
Akasha's
Vital GateLv. 1: Deals 1 hit of 640% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (380 SP regen every 1.5 seconds). [20000 SP]
Lv. 2: Deals 1 hit of 800% wind damage to surrounding enemies, restores 20% of the damage inflicted as HP to the entire team, and creates a buff zone that lasts for 10 seconds and gradually fills the skill gauges of adventurers inside it (420 SP regen every 1.5 seconds). [20000 SP],
HP Regen healing, or dragon form to activate any abilities only available with it (such as
Vayu's
Skill Damage Up buff on his
Purusha PranaLv. 1: Deals 1 hit of 1612% wind damage to enemies in a line, and increases the damage dealt by the user's next skill by 30%. [30 SP]
Lv. 2: Deals 1 hit of 1792% wind damage to enemies in a line, and increases the damage dealt by the user's next skill by 40%. [30 SP]), do it now.
- Use Vayu's skill only once the Overdrive indicator starts - that's when Ciella is vulnerable again.
Ciella buffs her defense by 8%.
Dispelling it is optional, but may help with DPS.
The Phase 2 variant spawns 6 arrows.
Starting from this attack,
Lin Yous should resist using their
Typhoon FistLv. 1: Deals 6 hits of 176% wind damage to enemies directly ahead.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 176% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 2: Deals 6 hits of 196% wind damage to enemies directly ahead, and inflicts sleep for 5-6 seconds with 100% base chance.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 196% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 3: Deals 6 hits of 218% wind damage to enemies directly ahead, and inflicts sleep for 6-7 seconds with 110% base chance.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 218% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 4: Deals 7 hits of 242% wind damage to enemies directly ahead, and inflicts sleep for 9-10 seconds with 150% base chance. The user's next three force strikes deal 209% wind damage, and create cyclones towards the nearest enemy dealing 5 hits of 10% wind damage.
When Heaven's Breath is active, this skill is upgraded to deal 10 hits of 242% wind damage to enemies directly ahead instead. [2969 SP] skill for a while - see the next section for the reasoning.
Once the Cryogenic Meteor attack first appears, if Ciella has not been inflicted with
Sleep yet in Phase 2, do not use
Lin You's
Typhoon FistLv. 1: Deals 6 hits of 176% wind damage to enemies directly ahead.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 176% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 2: Deals 6 hits of 196% wind damage to enemies directly ahead, and inflicts sleep for 5-6 seconds with 100% base chance.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 196% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 3: Deals 6 hits of 218% wind damage to enemies directly ahead, and inflicts sleep for 6-7 seconds with 110% base chance.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 218% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 4: Deals 7 hits of 242% wind damage to enemies directly ahead, and inflicts sleep for 9-10 seconds with 150% base chance. The user's next three force strikes deal 209% wind damage, and create cyclones towards the nearest enemy dealing 5 hits of 10% wind damage.
When Heaven's Breath is active, this skill is upgraded to deal 10 hits of 242% wind damage to enemies directly ahead instead. [2969 SP] until the second Flood of Despair has started to show up!
If Lin You inflicts
Sleep during this period, these Cryogenic Meteors will despawn before the second Flood of Despair hits, or if slept before these meteors even land, there won't be any Cryogenic Meteors.
This will cause the entire team to take severe damage, up to twice in a row, and as they inflict
Bog, likely will spell doom for
Hawk without extremely strong healing and bog cleanse.
Four Cryogenic Meteors will spawn in a cross pattern, sometimes rotated in 45 degrees. Avoid getting hit by them - they inflict severe damage and
Freeze on hit.
- You'll need them to block the damage from the next attack.
Ciella will flood the arena twice, and the arrows on the map indicate the direction. Adventurers should move so that they're behind a Cryogenic Meteor to be guarded from all damage. This is similar to High Brunhilda's Trial's Hellfire attack.
- After the second Flood of Despair text shows up, it is now safe for
Lin Yous to use
Typhoon FistLv. 1: Deals 6 hits of 176% wind damage to enemies directly ahead.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 176% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 2: Deals 6 hits of 196% wind damage to enemies directly ahead, and inflicts sleep for 5-6 seconds with 100% base chance.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 196% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 3: Deals 6 hits of 218% wind damage to enemies directly ahead, and inflicts sleep for 6-7 seconds with 110% base chance.
When Heaven's Breath is active, this skill is upgraded to deal 9 hits of 218% wind damage to enemies directly ahead instead. [2969 SP]
Lv. 4: Deals 7 hits of 242% wind damage to enemies directly ahead, and inflicts sleep for 9-10 seconds with 150% base chance. The user's next three force strikes deal 209% wind damage, and create cyclones towards the nearest enemy dealing 5 hits of 10% wind damage.
When Heaven's Breath is active, this skill is upgraded to deal 10 hits of 242% wind damage to enemies directly ahead instead. [2969 SP].
The Phase 2 version is a purple action marker attack, and hence cannot be iframed using adventurer skills. Use a dragon's skill to tank it, or leave the area entirely. In a similar vein to the 4x Snapping Squalls attack from Volk's Wrath/Expert /Master, players should spread out as to avoid running into each other's markers. A common method is for players to spread out in a + formation centered on Ciella, then all dodge roll clockwise.
The Phase 2 version has a wider area of effect.
Three red action markers covering a large area that spin clockwise quickly will appear, and inflicts severe damage that also
Bogs. Skill or dodge.
After this point, Ciella's moveset will be somewhat randomized - she'll pick one of the following randomization points (A and B) to start, and then follow up with the other point afterwards.
Phase 2 Randomization Point: A[edit | edit source]
The Phase 2 version starts out covering both the left and right sides. You will have to be careful moving around it; dragon form may help with it due to their much faster movement.
- Very strong
HP Regen healing will help a lot with surviving the impact if the attack connects.
Freyja's
Breath of LifeLv. 1: Restores HP to all allies with 37% Recovery Potency, continues healing over the next 15 seconds with 25% Recovery Potency every 2.9 seconds, and energizes the entire team. [30 SP]
Lv. 2: Restores HP to all allies with 42% Recovery Potency, continues healing over the next 20 seconds with 30% Recovery Potency every 2.9 seconds, and energizes the entire team. [30 SP] can easily restore an adventurer's HP to full with each tick.
Lowen's
Winds, Protect Us!Lv. 1: Increases the entire team's defense by 15% for 15 seconds, and increases each adventurer's max HP by 5% for the remainder of the quest. Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead. [11449 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds, and increases each adventurer's max HP by 10% for the remainder of the quest. Once HP buffs reach the limit of 30%, an HP recovery effect is granted instead. [11449 SP]
Lv. 3: Increases the entire team's defense by 25% for 15 seconds, gradually recovers their HP for 15 seconds with 17% Recovery Potency every 2.9 seconds, and increases each adventurer's max HP by 15% for the remainder of the quest. Once HP buffs reach the limit, an HP recovery effect is granted instead. [11449 SP] or
Akasha's
Akashic ReposeLv. 1: Restores HP to all allies with 31% Recovery Potency, continues healing over the next 15 seconds with 25% Recovery Potency every 2.9 seconds, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack. [5916 SP] also work when paired in conjunction with
Sylas's
Woodland SpearLv. 1: Deals 2 hits of 485% wind damage to enemies directly ahead. [3120 SP]
Lv. 2: Deals 2 hits of 510% wind damage to enemies directly ahead, reduces their strength by 10% for 10 seconds with 50% base chance, and inflicts poison for 15 seconds - dealing 43.6% wind damage every 2.9 seconds - with 110% base chance. [3120 SP]
Lv. 3: Deals 2 hits of 534% wind damage to enemies directly ahead, reduces their strength by 10% for 10 seconds with 50% base chance, and inflicts poison for 15 seconds - dealing 58.2% wind damage every 2.9 seconds - with 120% base chance. [3120 SP]
Lv. 4: Deals 2 hits of 593% wind damage to enemies directly ahead, reduces their strength by 30% for 10 seconds with 50% base chance, and inflicts poison for 15 seconds - dealing 58.2% wind damage every 2.9 seconds - with 120% base chance. This strength reduction effect will not stack. Poisoned foes take 2 hits of 889.5% wind damage instead. [3120 SP]'s
Strength Down debuff and
Inspiriting ScentLv. 1: Increases the entire team's skill gauge fill rate by 15% for 15 seconds, and applies one of the following at random:
Increases strength by 15% for 15 seconds
Increases defense by 15% for 15 seconds
Increases max HP by 10% for the remainder of the quest. [12000 SP]
Lv. 2: Increases the entire team's skill gauge fill rate by 20% for 15 seconds, and applies one of the following at random:
Increases strength by 20% for 15 seconds
Increases defense by 20% for 15 seconds
Increases max HP by 15% for the remainder of the quest. [12000 SP]
Lv. 3: Increases the entire team's skill gauge fill rate by 30% for 15 seconds, and applies one of the following at random:
Increases strength by 25% for 15 seconds
Increases defense by 25% for 15 seconds
Increases max HP by 20% for the remainder of the quest.
Also occasionally grants all of the above bonuses at the same time, and removes all afflictions. [12000 SP]'s defensive buffs.
Phase 2 Randomization Point: B[edit | edit source]
Ciella will now randomize her final destination - she'll either be at the left or the right of the arena. Ciella will always head to the bottom of the arena first, then either left or right. If Ciella goes left, then she will follow up by going to the right end of the arena and firing leftwards (towards the rest of the arena) and vice versa. Track her, and be behind Ciella once she stops (you should be closer to the map's edge).
See the previous warning if Ciella hasn't been inflicted with
sleep yet in this phase.
Ciella is likely to be defeated by this point in most runs as the second randomized phase ends.