5★ Sereniel — Equipment
Weapons
Blood Giant Claw — On Ravage, 150% Fixed Damage to the target.
- This remains #1 because Fixed Damage (ATK x 1.5) completely bypasses the (Enemy Defense Multiplier) and (Enemy Damage Reductions) in the damaging formula. Since Sereniel Ravages constantly, this is her most efficient way to delete high-armor bosses that would otherwise mitigate her 60% laser fire.
Lepidola's Whip — +25% Damage for Attack Cards costing 1 or less.
- This is the best card-scaling item. On a 60% base Homing Laser L, adding +25% results in an 85% multiplier. Mathematically, this is a 41.6% total damage increase, which far outpaces any multiplicative 12% or 20% item in the game.
Violet Butterfly's Whip — +20% Damage for Attack Cards costing 1 or less.
- A slightly weaker version of Lepidola's. It provides a +20% additive boost, which on a 60% base card results in an 80% multiplier—a 33.3% total damage increase. It is ranked #3 because it follows the same "Additive Efficiency" logic that makes the Lepidola's Whip so strong.
Shell Bug Horn — +20% Critical Damage.
- This provides +20% Critical Damage. While it scales the final part of the formula, it only applies when Sereniel crits (60% of the time). Its "Expected Value" (EV) gain is roughly 12%, making it statistically inferior to the Whips' guaranteed additive boosts on such small base multipliers.
Obsidian Sword — Increase damage amount by 12%.
- Offers a flat 12% Damage Amount increase. While it is a "true" multiplicative bracket that affects her entire kit (including her Ego Skill), the raw percentage is too low to compete with the specialized efficiency of the Whips for her 0-cost loop.
RFS-17 — +10% Critical Chance of Attack Cards with cost 0.
- Adds 10% Critical Chance to 0-cost cards. This ensures that the high-frequency lasers consistently trigger her Crit DMG multipliers. It’s a great consistency tool, but it doesn't raise her damage ceiling as much as the top five items.
Abyssal Bug Tooth — On Critical Hit, 50% chance to 1 Agony.
- Provides a 50% chance to inflict Agony (50% Fixed Damage). While Fixed Damage is valuable, the 50% proc RNG and the fact that it only triggers on crits makes it significantly less reliable than the Blood Giant Claw’s guaranteed Ravage burst.
Dagger That Tricked the Shadow — +12% Critical Damage.
- Strictly a placeholder as a weaker version of Shell Bug Horn.
Armors
Wings of Freedom — When hit, +10% Damage Amount (Max 3 stacks).
- Sereniel’s priority is scaling the Final Damage formula. Because Homing Lasers have a low base multiplier (60%/ 100%), adding a 1.3x multiplicative bracket is mathematically superior to any additive stat.
Chains of Obsession — When using Attack cards, 1% HP Reduction, 60% Fixed Shield.
- This is the most powerful defensive item for Sereniel’s specific loop. While the 1% HP reduction seems scary, her 7–8 attacks per turn generate a massive cumulative shield.
Wolves Bane's Spine — On Critical Hit, +10% Fixed Shield.
- With a 60% base Crit Chance, Sereniel tends to Crit multiple times per turn. This provides a consistent, risk-free stream of shielding. It is ranked below Chains only because the multiplier is 6x lower (10% vs 60%), but it remains an S-Tier choice for players who don't want to manage the HP-drain of the Chains.
Fairy King's Crown — +6% Critical Chance.
- This item is purely for consistency. Since Sereniel stacks Crit Damage, every $1\%$ of Crit Chance increases her "Expected Value" (EV) damage. It also directly increases the trigger rate of Wolves Bane's Spine. However, it is ranked in the middle because it doesn't offer the massive defensive or offensive peaks of the top three items.
Dance of the Night Butterflies — On Ravage, +60% Fixed Shield.
- While a 60% multiplier is strong, Sereniel only Ravages once per turn (consideration of single boss encounter). This means she gets one shield at the start of her loop, which can be broken easily before her next turn. Compared to Chains, which provides that same 60% shield on every single laser strike, the efficiency of this equipment is significantly lower.
Trinkets
Emblem of an Exceptional Entity — +30% Damage Amount. Stress received becomes 0 (1 for each battle).
- This is Sereniel's "Best-in-Slot" (BiS) for pure output. Unlike additive bonuses that lose efficiency on low-multiplier cards, the +30% Damage Amount is a final multiplicative bracket. Whether a Homing Laser deals 60% or $100% base damage, this item ensures the final number is 1.3x larger.
Revelation's of Futility — When using Attack Cards, +20% Fixed Shield (10 per turn).
- Because Sereniel uses multiple attack cards per turn, it isn’t an tough feat for her to reach the 10 count per turn. This translates to a staggering 200% Fixed Shield (Base DEF x 0.3 x 2.0) every turn. Given her low HP, this constant, high-volume shielding is the most effective way to shielding while she focuses on breaking Tenacity. Commonly used in a double DPS team comp.
Natural Predator — On Ravage, +100% Damage to next 1 Attack Card used.
- While +100% sounds massive, it only applies to one card after a Ravage. At present the only via option for the equipment is when Cobalt Light E5 is paired with.
Lead-Colored Holy Water — On Ravage, 2 Impair to the target.
- This is a situational utility item. It reduces enemy shielding by 50%, which can be helpful against specific bosses, but it does nothing to increase Sereniel’s own damage formula or survivability, making this the weakest choice for a general Sereniel build.