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%)
Information
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.
Specialty
Resistance Reduction — Able to reduce Elemental Resistance of enemies. Burst — Can deal large amounts of damage quickly.
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.
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
Karenina: Scire wields the Blast Hammer to release Anti-gravity Energy and push herself forward, dealing 190% / 380% / 570% Dark DMG to the enemies before her.
Yellow Orb
Gravity Beacon
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 150% / 300% / 450% Dark DMG and inflicting Chain Fusion on them to reduce their Dark Resistance by 15% for 3s. Meanwhile, Karenina gains an Anti-gravity Shield equal to 3% / 6% / 10% of her max HP. This Anti-gravity Shield can be stacked up to 50% of her max HP. 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 damage based on the number of the orbs pinged.
Blue Orb
Meteor Track
Karenina: Scire wields the Blast Hammer to transform it into a cannon to fire a gravity shot forward to pull the enemies on the path, dealing 220% / 440% / 660% Dark DMG. If any Blue or Yellow Orb is pinged while Karenina is launching an attack, she will stay in the attack status and fire a shot again, dealing damage based on the number of the orbs pinged.
Basic Attack
Meteor Hammer
Basic Attack: Deals 500% Dark DMG in total.
Signature
Starshatter Horizon
Signature Move: Spends 160 Energy to cast. Karenina: Scire leaps toward the ground and hits the enemy with the Blast Hammer, triggering Time Lag Calculation meanwhile. Starshatter Horizon deals 1200% Dark DMG in total. If Karenina: Scire is in the Anti-gravity status when this is cast, she will exit the status right after it is cast.
QTE
Dawn Fall
QTE: Karenina: Scire hammers the ground, dealing 600% Dark DMG to enemies within the area and inflicting the Chain Fusion effect on them to reduce their Dark Resistance by 15% for 12s.
Class
Tank
Attacks lower the target's Extra DMG Reduction by 20% for 5 seconds.
Awakening
Ultima Awaken
Gains 3 Signal Orbs when entering battle.
Core
Space Walk
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 20 Anti-gravity Energy. While charging, Karenina cannot dodge but gains Super Armor and 50% / 80% / 90% Extra DMG Reduction based on the number of sets of 3-Ping Orbs consumed.
After that, Karenina leaps up into the air with Leap Attack that deals
450% Dark DMG (its Base DMG increases by 200% if 2 sets of 3-Ping Orbs have been consumed) and activates the Anti-gravity status. While in the Anti-gravity status, Karenina gains Super Armor and 50% Extra DMG Reduction; tapping the Basic Attack button repeatedly will cast Radiant Whirlwind that deals 10% Dark DMG (each Basic Attack increases Karenina's airborne duration and in speed).
Upon landing, Gravity Overload will be triggered to grant 20 Signature Energy and deal 300% Dark DMG. If Karenina has more than 20 Anti-gravity Energy, she will automatically leap up into the air again by consuming 20 Anti-gravity Energy. Once Anti-gravity Energy is insufficient, she will exit the Anti-gravity status with empty Anti-gravity Energy. Each Radiant Whirlwind and Basic Attack speed-up grant 7 and 21 Kinetic Energy (up to 999) respectively. Casting Starshatter Horizon consumes all (up to Kinetic Energy, each increasing Its Base DMG by 0.12%).
When the Anti-gravity status is activated, tapping Dodge casts Airborne Spin by consuming double Dodge Gauge to pull and knock back nearby enemies, dealing 200% Dark DMG while restoring 20 Anti-gravity Energy and 20 Signature Energy (can be triggered once per 10s only).
Upon a successful dodge, Returning Repulsion will be cast to pull and knock back nearby enemies, dealing 400% Dark DMG and restoring additional 500 Dodge Gauge (can be triggered once per 10s only). 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).
Leader
Leader - Visionary
Dark DMG of all members increases by 10% and Tank Omniframes' DMG increases by 5%.
SS-Rank
Faint Light
Level 1 — Unlocks at S5 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 — Unlocks at SS Upon dealing damage, also inflicts Chain Fusion that reduces the target's Dark Resistance by 15% for 3s. When Karenina: Scire enters the charging status, the Signal Orbs will be rearranged in the order of red, blue, and yellow.
SSS-Rank
Banishing Sunglow
Level 1 — Unlocks at SS3 Gains an extra 3-Ping opportunity triggered by pressing and holding Basic Attack to charge (up to three times). Upon the third 3-Ping, the Base DMG of the corresponding Leap Attack and Radiant Whirlwind will increase by 400% and 75% respectively. Upon casting Starshatter Horizon, Karenina: Scire will generate a 15-second Thermal Field, dealing 75% Dark DMG once and inflicting Chain Fusion that reduces Dark Resistance by 15% to targets entering the field for 10s.
Level 2 — Unlocks at SSS
When in the Anti-gravity status, Karenina: Scire deals 10% more Dark DMG. Upon dealing damage, reduces the target's Extra DMG Reduction by 5% for 8s. The duration will refresh whenever it is triggered. Press and hold Basic Attack to make Karenina: Scire start charging and immediately activate QTEs that are not on cooldown. Radiant Whirlwind will spin faster.
SSS+ Rank
Unquenchable Willpower
Level 1 — Unlocks at SSS3 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 trigger this once every time they are deployed.) Karenina gains an extra 3-Ping opportunity triggered by pressing and holding Basic Attack to charge (up to four times). Upon the fourth 3-Ping, the Base DMG of the corresponding Leap Attack and Radiant Whirlwind will increase by 600% and 200% respectively.
Level 2 — Unlocks at SSS6 Radiant Whirlwind gains 30% Extra DMG Bonus.
Level 3 — Unlocks at SSS+ Starshatter Horizon gains 40% Extra DMG Bonus. Karenina: Scire will gain 3 Signal Orbs of a random color every time you switch to her.
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