
Yes—Cerydra is a strong Wind Harmony. Ultimate “Scholar's Mate” hits every enemy on the field in one cast. Best with Phainon / Anaxa / Sunday. Amplifies Skill-focused carries. Skip when you already staff both sides with Sunday/Robin/Sparkle.
Cerydra is a 5★ Wind Harmony Support. Skill “Pawn's Promotion” is the primary in-combat spend. Ultimate “Scholar's Mate” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.
Light Cone
Epoch Etched in Golden Blood
Signature BiS when owned.
Relic Set
Messenger Traversing Hackerspace (4pc) + Broken Keel (2pc)
Standard Harmony relic direction for Cerydra.
Body
HP%
Main stat
Feet
SPD
Main stat
Sphere / Rope
HP% · ERR%
Substats
SPD > ERR / HP% / effect as needed
Pawn's Promotion carries most of the kit’s damage or utility—level this first.
Scholar's Mate supports the main rotation—raise after the top priority traces.
Ave Imperator supports the main rotation—raise after the top priority traces.
King's Castling is last priority outside of filling trace materials.
Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.
Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

5★ · Path cone
Increases the wearer's ATK by 0.64%. After using Ultimate to attack, recovers 1 Skill Point(s). After the wearer uses their Skill on one ally character, increases the Skill DMG dealt by the target by #4[f1]% for 3 turn(s).
Why it works —Signature / best-in-slot when owned—passive lines up with Cerydra’s kit triggers.

5★ · Path cone
Increases the wearer's Energy Regeneration Rate by 0.1% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered once after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 0.3% more DMG for 1 turn(s).
Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

4★ · Path cone
At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 0.1%, all allies' CRIT DMG increases by 0.12%, or all allies' Energy Regeneration Rate increases by 0.06%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the same type cannot be stacked.
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
When the wearer uses their Skill, the next ally taking action (except the wearer) deals 0.16% increased DMG for 1 turn(s).
Why it works —Budget path cone—fine while building the account.



Cerydra enabling Phainon. Phainon, Sunday, Dan Heng · PT complete the hypercarry shell.
Phainon is the damage seat in this shell — build the supports around their rotation, not the reverse.

Enabler / amp piece this page is built around — keep their buffs or debuffs online every cycle.
Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Dan Heng · PT shields the hypercarry and softens MoC / AS chip so glass DPS can commit to Skill spam.
Deals Wind DMG equal to 140% of Cerydra's ATK to one designated enemy.
Grants "Military Merit" to one designated ally character and gives Cerydra 1 points of Charge. Charge is capped at 8 points. When Charge reaches 6 points, automatically upgrades the character's "Military Merit" to "Peerage" and dispels their Crowd Control debuffs. The character with "Peerage" is considered to have "Military Merit" simultaneously. The character with "Peerage" increases the CRIT DMG for their dealt Skill DMG by 90%, increases their All-Type RES PEN by 11.0%, and triggers Coup de Main when using their Skill on enemy targets. After Coup de Main ends, consumes 6 points of Charge to revert "Peerage" to "Military Merit."
Gains 2 Charge. Deals Wind DMG equal to 288% of Cerydra's ATK to all enemies. If no character on the field has "Military Merit," prioritizes granting "Military Merit" to the first character in the current team.
The character with "Military Merit" increases ATK by an amount equal to 27.0% of Cerydra's ATK. When the character uses Basic ATK or Skill, Cerydra gains 1 Charge. During Coup de Main, Cerydra cannot gain Charge. After the character with "Military Merit" uses an attack, Cerydra additionally deals 1 instance of Wind Additional DMG equal to 75% of her ATK. This effect can trigger up to 20 time(s). The trigger count resets every time Cerydra uses her Ultimate. "Military Merit" only takes effect on the most recent target. When the target changes, Cerydra's Charge is reset to 0.
After using Technique, gains "Military Merit." When switching the active character, "Military Merit" transfers to the current active character. At the start of the next battle, automatically uses Skill 1 time on the character with "Military Merit" without consuming any Skill Points.
The character with "Military Merit" ignores 16% of the targets' DEF when dealing DMG. If "Military Merit" has been upgraded to "Peerage," then the character additionally ignores 20% of the targets' DEF when dealing Skill DMG. When Cerydra uses her Skill, regenerates 2 Energy for the designated ally target.
Is it worth getting?
Comfort opener: Adds RES PEN (or ignore) during the burst window. Nice QoL/damage, but E0 still runs the full kit—don’t break pity for E1 alone.
The character with "Military Merit" deals 40% increased DMG. While a teammate on the field has "Military Merit," Cerydra's DMG dealt increases by 160%.
Is it worth getting?
Kit add-on: Flat combat-stat bump tied to a specific trigger. Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Skill + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.
Increases Ultimate's DMG multiplier by 240%.
Is it worth getting?
Side-grade: Increases Ultimate's DMG multiplier by 240%. Happy if it drops; not a planned stopping point.
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Ultimate + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
The character with "Military Merit" increases their All-Type RES PEN by 20%, and the multiplier for the Additional DMG triggered via "Military Merit" increases by 300%. While a teammate on the field has "Military Merit," Cerydra's All-Type RES PEN increases by 20%.
Is it worth getting?
Whale ceiling: Adds RES PEN (or ignore) during the burst window. Only chase if Cerydra is your dedicated Harmony main and E0–E2 already feel finished.
Cerydra is fully usable at E0. Dedicated mains often stop at E0 before chasing higher. First stop: E0. Endgame target: E0.
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