Karenina: Scire

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Debuts in the A New Divide patch. A frame for Karenina designed to adapt to the low gravity environment on the moon’s surface. Its core power system is equipped with the latest small-scale gravity control unit and can even perform short-term aerial maneuvers. · Rank: S-Rank · Class: Tank · Element: Dark (100%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

A frame for Karenina designed to adapt to the low gravity environment on the moon’s surface. Its core power system is equipped with the latest small-scale gravity control unit and can even perform short-term aerial maneuvers.
Resistance Reduction — Able to reduce Elemental Resistance of enemies.
Burst — Can deal large amounts of damage quickly.
Dark (100%)
Karenina
Scire
2 Mar
163cm
42kg
B
16
Review
2088
301
387
192
S-Rank
Tank
Blast Hammer
Illuminare
E. Force
P. Engine

Optimal Weapon: Illuminare

The Chain Fusion effect applied by Karenina: Scire increases by 10%. Each time Karenina casts Radiant Whirlwind, she recovers 1 Energy. The Extra DMG Bonus of Leap Attack increases by 20%.

Optimal CUB: Moonhopper

Moonhopper will smash the enemy down, interrupting enemies’ attacks and dealing DMG. Moonhopper then leaves behind an anti-gravity field, which lasts for 4s. The anti-gravity field deals 100% DMG every 0.5s to enemies inside. In addition, enemies are slowed down and unable to cast skills while inside the anti-gravity field.

Memory Builds ◇ Karenina: Scire

A list of recommended builds for Karenina: Scire can be found here. Each tab represents one build — click the tabs below to view each one.
See here for more information about Ultima Awakening and resonance slots.
Memory Placement
01
02
03
04
05
06
Boone x4 / Condelina x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Space Walk: Core Passive +1 x6
Key Notes
  • Karenina: Scire's main build
  • Ultima Awakening Set
Usage
Details
  • Main DPS set
  • Recommended at SS3-Rank or higher
  • Condelina boosts her leap and spin damage
Memory Placement
01
02
03
04
05
06
Boone x4 / Einsteina x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Space Walk: Core Passive +1 x6
Key Notes
  • Secondary build
Usage
Details
  • Sub-DPS set
  • SS0-Rank and lower: only recommended for Dark War Zone
    • Shadow Forest: Increase Dark DMG by 30%
    • Specific Scire buffs
Memory Placement
01
02
03
04
05
06
Bathlon x4 / Einsteina x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Tank: Class Skill Level +1 x6
Key Notes
  • Niche build
Usage
Details
  • QTE debuff set
    • The lower the rank of your Karenina is the more often this build will be used as her damage is unimpressive at low ranks.
Memory Placement
01
02
03
04
05
06
Da Vinci x4 / Einsteina x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Tank: Class Skill Level +1 x6
Key Notes
  • Secondary build
Details
  • QTE support set
  • Recommended at SSS0-Rank and lower
    • The lower the rank of your Karenina is the more often this build will be used as her damage is unimpressive at low ranks.
  • Sometimes replaced by 2x Da Vinci + 2x Einsteina + 2x Lantern Festival: Reunion
Memory Placement
01
02
03
04
05
06
Boone x4 / Cottie x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Space Walk: Core Passive +1 x6
Key Notes
  • Niche build
Details
  • Recommended at SS3-Rank or higher
  • Allows Signature Move activation after a single Core Passive spin attack.
  • Used in some Phantom Pain Cage strategies for quicker Signature Move clears.
  • Cottie offers higher damage than Boone, but placing Cottie in Grid 1-3 allows for easy switching between all DPS-oriented sets.

Weapon Resonance ◇ Karenina: Scire

Recommended 6★ weapon resonances for Karenina: Scire can be found here listed in order of priority.


1. Tenebrion Shock
When dark damage is dealt, it will produce Dark Wave effect. Dark Wave: reduces the target's dark type resistance by 8% for 8s. Repeat trigger to refresh duration.
2. Dead Line Timing
Gain 2 extra random signal orbs when come out, and 3 same signal orbs every 45s (also can gain signal orbs during background operation).
3. Resonant Echo
The effect duration caused by Tank class skill increases to 8s.
4. Incandescence
Weapon's final ATK is increased by 15% at the start of battle. No duration limit.
Priority
HIGH:
  • Tenebrion Shock
  • Dead Line Timing

MEDIUM:

  • Resonant Echo

LOW:

  • Incandescence
Notes
Minimum recommended amount: 1
  • Dead Line Timing and Resonant Echo are only recommended at SS3-Rank and above, as Karenina won't be a DPS at lower Ranks.
  • Dead Line Timing has higher priority than Tenebrion Shock if Karenina is at least SS3-Rank or above.
  • Resonant Echo is a strong quality of life upgrade in War Zone if Karenina is at least SS3-Rank or above.

Skills & Passives

Red Orb

Comet Propulsion — Ping Red Orb

Karenina: Scire wields the Blast Hammer to release Anti-gravity Energy and push herself forward, dealing Dark DMG to the enemies before her.
- Deals 190% / 380% / 570% Dark DMG based on the number of orbs pinged.
Yellow Orb

Gravity Beacon

Yellow Orb — Ping Yellow Orb
Automatically uses a 3-Ping version of this attack upon switch-in.
Karenina: Scire jumps up into the air for the Blast Hammer to transform into a cannon to fire a gravity shot against the ground to temporarily pull enemies around her and slow them down, dealing Dark DMG and inflicting Chain Fusion on them to reduce their Dark Resistance. Meanwhile, Karenina gains an Anti-gravity Shield. If any Blue or Yellow Orb is pinged while Karenina is launching an attack, she will stay in the attack status and attack again, dealing DMG based on the number of orbs pinged.
- Deals 150% / 300% / 450% Dark DMG based on the number of orbs pinged.
- Chain Fusion reduces the target's Dark Resistance by 15% for 3s.
- Karenina gains an Anti-gravity Shield equal to 3% / 6% / 10% of her max HP based on the number of orbs pinged. This Anti-gravity Shield can be stacked up to 50% of her max HP.

Yellow Orb — While casting Yellow Orb skills + Ping Yellow/Blue Orb
When pinging any Blue or Yellow orb while launching this attack, Karenina: Scire will stay in the attack status and shoot again, dealing damage based on the number of the orbs pinged.
Blue Orb

Meteor Track

Blue Orb — Ping Blue Orb
Karenina: Scire transforms the Blash Hammer into a cannon and fires a gravity shot forward to pull the enemies on the path, dealing Dark DMG.
- Deals 220% / 440% / 660% Dark DMG based on the number of orbs pinged.

Blue Orb — While casting Blue Orb skills + Ping Yellow/Blue Orb
When pinging any Blue or Yellow Orb while launching this attack, Karenina: Scire will stay in the attack status and shoot again, dealing damage based on the number of the orbs pinged.
Basic Attack

Meteor Hammer — Tap Basic Attack

Deals 500% Dark DMG in total.
Core

Space Walk

Leap Attack — 3-Ping available + Press and hold Basic Attack
When Karenina: Scire has at least a set of 3-Ping Orbs among up to 8 Signal Orbs, holding the Basic Attack button will start charging and consume 3-Ping Orbs (up to 2 sets can be consumed), each set granting Anti-gravity Energy. While charging, Karenina cannot dodge but gains Super Armor and Extra DMG Reduction. After that, Karenina leaps up into the air with Leap Attack that deals Dark DMG (its Base DMG increases if 2 sets of 3-Ping Orbs have been consumed) and activates the Anti-gravity status. When Karenina enters Matrix, holding the Basic Attack button will start charging and automatically consume Matrix's orb pinging effect (which is considered to consume a set of 3-Ping Orbs).
- Every set of 3-Ping Orbs consumed grants 20 Anti-gravity Energy.
- While charging, gains 50% / 80% / 90% Extra DMG Reduction based on the number of 3-Pings made.
- Deals 450% Dark DMG when leaping into the air.
- When two sets of 3-Ping Orbs are consumed during the charging, the Leap Attack will deal 200% more Base DMG.

Anti-gravity Status — Cast Leap Attack
Gains Super Armor and 50% Extra DMG Reduction while in the Anti-gravity status.

Radiant Whirlwind — Character is airborne + Tap Basic Attack repeatedly
While in the Anti-gravity status, tapping the Basic Attack button repeatedly will cast Radiant Whirlwind that deals Dark DMG (each Basic Attack increases Karenina: Scire's airborne duration and spin speed).
- Deals 10% Dark DMG.

Gravity Overload — Triggered when character lands
Upon landing, Gravity Overload will be triggered to grant Signature Energy and deal Dark DMG. If Karenina: Scire has sufficient Anti-gravity Energy, she will automatically leap up into the air again by consuming certain Anti-gravity Energy, Once Anti-gravity Energy is insufficient, she will exit the Anti-gravity Status with empty Anti-gravity Energy.
- Triggering Gravity Overload grants 20 Signature Energy.
- Deals 300% Dark DMG.
- When there is no less than 20 Anti-gravity Energy, Karenina: Scire will automatically leap up into the air again by consuming 20 Anti-gravity Energy.

Kinetic Energy — Automatically accumulated when casting Radiant Whirlwind / Basic Attack speed-up
Each Radiant Whirlwind cast and Basic Attack speed-up will grant Kinetic Energy. Casting Starshatter Horizon will consume all the Kinetic Energy with each point consumed granting bonus Base DMG.
- Every Radiant Whirlwind cast grants 7 Kinetic Energy.
- Every Basic Attack speed-up grants 21 Kinetic Energv
- The limit of Kinetic Energy is 999.
- Casting Starshatter Horizon will consume all the Kinetic Energy with each point consumed granting 0.12% more Base DMG, up to 100%.

Airborne Spin — Anti-gravity status + Tap Dodge
When the Anti-gravity status is activated, tapping Dodge casts Airborne Spin by consuming double Dodge Gauge to pull and knock nearby enemies into the air, dealing Dark DMG while restoring Anti-gravity Energy and Signature Energy. Upon a successful dodge, Returning Repulsion will be cast to pull and knock nearby enemies into the air, dealing Dark DMG and restoring additional Dodge Gauge.
- Deals 200% Dark DMG.
- Restores 20 Anti-gravity Energy and 20 Signature Energy (can be triggered once per 10s only),
- Deals 400% Dark DMG.
- Restores additional 500 Dodge Gauge value (can be triggered once per 10s only).
Signature

Starshatter Horizon

Signature Move — 160 Energy + Tap Signature
Karenina: Scire leaps toward the ground and hits the enemy with the Blast Hammer, triggering Time Lag Calculation meanwhile. Starshatter Horizon deals Dark DMG. If Karenina: Scire is in the Anti-gravity status when this is cast, she will exit the status right after it is cast.
- Deals 1200% Dark DMG.
QTE

Dawn Fall

Karenina: Scire hammers the ground, dealing Dark DMG to enemies within the area and inflicting the Chain Fusion effect on them to reduce their Dark Resistance.
- Deals 600% Dark DMG.
- Chain Fusion reduces the target's Dark Resistance by 15% for 12s.
Leader

Leader - Visionary

Increases Dark DMG of all members by 10%. Increases DMG of all Tank Omniframes in the team by 5%.
Class

Tank

Attacks reduce the target's Extra DMG Reduction by 20% for 5s.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Faint Light

Level 1 — Unlocked at S5 Rank
Karenina: Scire gains an Anti-gravity Shield equal to 10% of max HP for every set of 3-Ping Orbs consumed when charging.

Level 2 — Unlocked at SS Rank
Upon dealing damage, inflicts a Chain Fusion effect that reduces the target's Dark Resistance by 15% for 3s. When Karenina: Scire starts charging, the Signal Orbs will be rearranged in the order of red, blue, and yellow.

SSS-Rank

Banishing Sunglow

Level 1 — Unlocked at SS3 Rank
Gains an extra 3-Ping chance triggered by pressing and holding Basic Attack to charge (up to three times). Upon the third 3-Ping, the corresponding Leap Attack will deal 400% more Base DMG, and Radiant Whirlwind will deal 75% more Base DMG. Upon casting Starshatter Horizon, Karenina: Scire will generate a 15s Thermal Field, dealing 75% Dark DMG once to targets entering the field and inflicting them with Chain Fusion that reduces Dark Resistance by 15% for 10s.

Level 2 — Unlocked at SSS Rank
When in the Anti-gravity status, Karenina: Scire deals 10% more Dark DMG. Dealing damage will reduce the target's Extra DMG Reduction by 5% for 8s. Triggering this effect again will renew its duration. Press and hold Basic Attack to start charging and immediately activate QTEs that are not in cooldown. Radiant Whirlwind's spin speed will automatically increase.

SSS+ Rank

Unquenchable Willpower

Level 1 — Unlocked at SSS3 Rank
When a teammate casts their Signature Move, it will provide a set of 3-Ping Orbs to Karenina: Scire who is on standby. (Each teammate can only trigger this once after entering the field.) Karenina gains an extra 3-Ping chance triggered by pressing and holding Basic Attack to charge (up to four times). Upon the fourth 3-Ping, the Base DMG of Leap Attack increases by 600% and the Base DMG of Radiant Whirlwind increases by 200%.

Level 2 — Unlocked at SSS6 Rank
Radiant Whirlwind gains 30% Extra DMG Bonus.

Level 3 — Unlocked at SSS+ Rank
Starshatter Horizon gains 40% Extra DMG Bonus. Karenina: Scire will gain 3 Signal Orbs of a random color every time being switched in.

How to play

Scire - Fundamentals
  • Press and hold Basic Attack to use an available 3-Ping / Matrix Ping to start charging the hammer:
    • Holding down the Basic Attack button will consume additional 3-Pings to gain more charges
    • Max charges are 2 (S-Rank) / 3 (SS3 Rank) / 4 (SSS3 Rank)
  • Release Basic Attack while charging or finish charging to perform a Leap Attack:
    • The damage of Leap Attack increases massively for each charge
    • Press Basic Attack during Leap Attack to start spinning
    • Press Basic Attack rapidly during the spin to increase its speed, generating more energy and dealing more damage
  • The first two 3-Pings used for charging increase the Hammer Gauge:
    • After landing from a spin Scire will consume half of the Hammer Gauge to launch herself again in the air
    • Dodging during the spin will fill half the gauge, with a cooldown of 10 seconds
    • The number on the gauge is called Kinetic Energy and will increase based on the speed of Scire's spin
Scire - Additional Information
  • Core Passive details:
    • Scire has Super Armor and damage reduction while charging and during a Leap Attack
    • Dodging while in mid-air will pull in enemies and lift Scire up to max height
    • Dodging an enemy's attack while in mid-air will trigger a unique attack and refund the dodge gauge spent
    • At SS rank her orbs will be sorted into 3-Pings while charging
    • At SSS rank charging will activate all available QTEs
  • Signature Move details:
    • Activating Signature Move triggers Time Lag Calculation from the moment it is used
    • The damage of Signature Move increases with the amount of Kinetic Energy, up to double at 833
    • At SS3 using Signature Move will create a 15 second field around the active character that inflicts 10 seconds of Chain Fusion debuff to enemies that enter it
    • The C.U.B. Moonhopper with the "Bye-bye Home Run" skill equipped greatly boosts the Signature Move's damage
  • Advanced techniques:
    • It's highly recommended to avoid using normal orbs entirely in favor of the Core Passive, as the Leap Attack does considerably more damage than any number of orbs used to charge it
    • It's possible to stay in the air indefinitely by using dodges before hitting the ground after the Hammer Gauge is empty
    • If playing on the PC client, holding the Rapid Fire key during Leap Attack is the easiest way to achieve maximum spin
    • It's possible to space a Leap Attack away from the enemy in such a way that the initial hit misses but the higher damaging upward swing connects
      • This can be helpful in time sensitive modes like Phantom Pain Cage or War Zone to avoid the long hit-stop caused by the initial hit

Videos

Related Frames

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