u/Local-Roll4942

▲ 215 r/morimenstactics+1 crossposts

Clementine In-depth Guide and Build By Spooky

Hello!

Spooky here, the girl who likes Clementine way too much....

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This Clementine guide will be updated for Future content.

Last Update: 9th June 2026

This Guide will go over both Support Clementine and Dps Clementine!

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Clementine is an Ultra Chorus support that rivals with Thais as one of The Best Supports in game.

Clementine provides:

Strength, Keyflare, Healing, DMG taken, DMG down, Sub DPS and if you're crazy like me, she can be Main Dps!

She's the best Strength and Keyflare unit at the moment.

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PASSIVES:

Symbiosis is Clementine's main gimmick, every attack instance from her Command cards gives her 1 symbiosis and she can hold up to 10 symbiosis. (15 at E3, 20 at AA)

For every keyflare that Clementine has, she gains 0.35 Crit Rate and Crit Dmg.

Clementine's soulforge increases Strength gained by all Awakeners in the team up to 15%.

For "Insectoid" enemies, Clementine inflicts up to 100% bleed of the DMG she dealt and when healing/shielding, enemies lose temporary Strength equal to 30% of Clementine's DEF.

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CARDS:

All of Clementine's cards have Quasar

(Leap but during Ultra round instead of being able to activate the leap ability at any moment multiple times, the cards gain -1 Arithmetica and abilities that affect leap don't work on quasar cards.)

When Clementine's Quasar is activated, you gain Strength based on Clementine's ATK and Cards Level. (You should max out all levels on cards)

It's Important to Quasar in teams where Strength matters. (Kath, Mouchette, Doreisan, Liz etc.) but not in teams where Strength doesn't matter. (Pollux and Castor)

Rouse (2 Cost) :

Gain Alimeus up to 50 and Clementine's first card played gains DMG, Shield, Healing, Alimeus and Keyflare instances by +2.

Clementine's Rouse is very important and a top priority in any teams.

Strike and Defense are basic and don't have any other changes other than Quasar.

You will be mostly playing these cards (Strike > Defense since Strike grants Symbiosis stacks) to trigger Rouse effect and Quasar since they are cheap and give you a ton of Aliemus.

Pain Extraction (3 cost) Retain and Prepare 1:

Deals 3 Instances of DMG and gain 150% clementine's keyflare.

Just let it sit in your hand and play it whenever it reaches 0 Arithmetica cost.

(or play it whenever you don't have any other Clementine cards to Quasar)

SoulSalve (2 cost) :

Heal based on Clementine's CON, Reduce temporary Strength of all enemies based on Clementine's DEF and remove Madness (Enemy Ability that makes the enemy hit +1 more and it's very deadly)

Use it to heal whenever you need it or to remove Madness.

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EXALT:

Removes all Symbiosis and converts them into Psychic Trauma or Phobic Fixation on all Enemies for 1 Turn.

Deal DMG up to 300% ATK of Clementine's ATK and gain up to 300% Keyflare of Clementine's Keyflare.

Psychic Trauma increases DMG Taken by enemies 3% for each symbiosis removed

Phobic Fixation decreases DMG Dealt by enemies 3% for each symbiosis removed

These debuffs are special since they are multiplicative with other Final bonus multipliers (Vulnerability, Weakness, etc.)

For example with Vulnerability (50%) and Psychic Trauma at 10 symbiosis stacks (30%) instead of 80% more DMG, it's gonna be 95% more DMG!

When entering Ultra turn, Psychic Trauma/Phobic Fixation will disappear but you will get 50 Keyflare/2 Alimeus to other Awakeners for each stack.

Clementine's Exalt is one of the most powerful abilities in this game and by playing strikes and defense with rouse effect and some other abilities like wheels, you will be getting her Exalt extremely frequent.

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ENLIGHTENS:

Clementine works perfectly fine at E0 but her enlighments do add a lot especially to her Exalt.

Enlighten 1:

You get 5 symbiosis at the start of the fight and Exalt gets 20% base DMG.

The 5 Symbiosis at the turn start is very good, more DMG on Exalt is alright.

  • Good Priority

Enlighten 2:

Exalt provides 200% more Keyflare, for each Symbiosis removed gives Clementine more 3% base DMG and at the end of the fight Clementine gains 25% base DMG.

This enables her to be a good Sub DPS and more keyflare is always Welcome.

  • Good Priority

Enlighten 3:

At turn end, get 2 Symbiosis and max stack of Symbiosis increase to 15.

A buff to her overpowered Exalt is big.

  • Great Priority
  • Enlighment 3 is a great stopping point.

Over-Exalt:

Gives Strength equal to 50% of Clementine's ATK and 300% more Keyflare. Symbiosis removed from Exalt is converted into both Psychic Trauma and Phobic Fixation.

Really good for Awakeners that care for Strength.

  • Great Priority

Absolute Axiom:

When Roused, all DMG instances get +1 and Symbiosis stacks increases to 20.

One of the Best AAs in this game, further echances her Exalt and her DMG gets increased by 2.5x.

  • Incredibly Strong Priority if you can whale for this.

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BUILDS:

SUPPORT:

Covenants:

Lifedrain (Best in Slot) - A Keyflare set for a Keyflare unit, who would have thought.

Twisted Twins Black - Generates a Strike for Clementine so you 90% of the time guarantee playing Strike first.

This is more suited for units like Kath and Mouchette who care about Strength in teams where you have enough Keyflare.

Main stats:

1st - Keyflare

2nd - Realm Mastery

3rd - Death Resistance

4th - Keyflare

5th - Keyflare

6th - Death Resistance

Sub stats:

Try to get as much as Keyflare possible.

Death Resistance is an okay stat, Realm Mastery and DMG Amplification are bottom stat but passable.

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WHEELS:

Veiled Anguish (Clementine's Wod and her Best in Slot) : The highest Keyflare stat wheel in game right now, increases base Exalt DMG up to 50%, gives up to 20 Aliemus when you Annihilate and 20 Alimeus to all Awakeners when you enter Ultra round.

Incredibly good wheel for Clementine but not a must.

Generally you're using 2 Keyflare Wheels for Clementine, look at what you have and find whatever suits your team the most but there are some exceptions.

Amidst the Downpour - Refunds 1 Arithmetica when you use a Strike.

The Last Verse - Increases Strength, Aliemus and Healing from cards and posse actives 2x in Ultra turn.

Grace Through Pain - Shield whenever you use a Strike

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POSSE:

Clementine doesn't need any posse to function properly, use whatever fits the Main carry the most. (Looking at you, Pickman)

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TEAMS:

Clementine is one of the most flexible supports in the game, she can fit in any team even if they don't care about Strength

Keyflare, Healing, DMG Taken increase and DMG Dealt Increase is universal.

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MAIN DPS:

Clementine has two DPS play styles:

  • Exalt DPS
  • Scale up with Strength and deal damage through command cards

After the addition of Saya, Clementine DPS became a real thing. (Spooky team, thanks Kaly)

The Team gets a massive boost from Clementine's AA but it's okay if she's E3 just know that Saya will do most of the work.

Here are some of my clears I did with my Clementine!

https://youtu.be/8FuIZrOYTV4

https://youtu.be/m8xnd1KtWkE

https://youtu.be/6tNFgpohsXU

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BUILD:

Note: Clementine has High Base DMG through her Enlighments and her Wheels so since DMG Amplification is multiplicative with Base DMG, it's a good stat to look for in relics/covenants/teams etc.

Covenants:

Crimson Pulse: 30% crit rate per posse (stacks)

Since Clementine generates a lot of Keyflare this set is easy to use 2x times for 60% crit rate.

Works on both Play styles.

April Tribute: Generic set that boosts crit rate and crit DMG.

Works on both Play styles.

Twisted Twins Black: Playing Strike first is important for Exalt DPS so this set works on both Play styles.

Ring of Chamber 36: Raises Keyflare cap by 200 and Posses cost 200 more Keyflare, Exalt gets 30% crit rate and crit dmg.

Clementine's high keyflare generation can off set the expensive posse cost.

Works on Exalt Play style.

Main stats:

Note: This all depends on the build you're using but having high Crit Rate is very important and remember that for every Keyflare Clementine has, she gets 0.35 Crit Rate and Crit Dmg.

(The conversion is only shown when you enter a stage so for precision, enter a stage and click on Clementine's profile for her true Crit Rate and Crit Dmg so you know what you're working with.)

1st - Keyflare/Crit Rate/Crit Dmg

2nd - Crit Rate/Crit Dmg

3rd - Crit Rate/Crit Dmg/Dmg Amp

4th - Keyflare

5th - Keyflare/ Dmg Amp

6th - Dmg Amp

Sub stats:

Keyflare, Crit Rate, Crit Dmg and Dmg Amp.

All depends on your build.

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WHEELS:

Exalt Play style:

Veiled Anguish (Clementine's Wod and her Best in Slot): Gives Clementine everything she needs

Celestial Beast: Crit Dmg Main stat, Exalt Base Dmg buff, Crit Rate from playing Strikes and Crit Dmg after playing 3 Strikes.

Kiss of Response (Doresian's Wod): Crit Dmg Main stat, Exalt Base Dmg, Crit rate & Exalt Base Dmg for every kill and more Alimeus from Embryos.

This wheel after 5+ kills is better than Celestial Beast but kills are easily stolen from Saya's corrosion and Arachne's Final Verdict. (These two units are Clementine's best supports by far)

Any Generic SSR Crit Rate/Crit Dmg/Keyflare and Dmg Amp wheel can work but they are not as good as ones listed above.

For SR, once again any Crit Rate/Crit Dmg/Keyflare and Dmg Amp wheel can work

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Command Card play style:

Blade of Titan: Crit Rate, Crit Dmg and -1 Arithmetica on cards

Last Verse (Horla's Wod): More Strength, Crit Rate and Crit Dmg

Amber-Tinted Death: Base Dmg and Strength

Twisted Knight Ballad: Crit Rate, Crit Dmg, Base Dmg and Final dmg

Celestial Beast: Crit Dmg, Strike Base dmg, Crit rate

Etc.

For SR, just use hand of oblivion or any other generic dps wheel.

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POSSE:

Ephemeral Eternity (Erica Posse)(Generally BIS, can change depending on the build): playing strike first is important and a lot of supports in Clementine Dps teams benefit from this

Works both play style

Tiny Wish: More Aliemus

Works on Exalt Play Style

Sacred Mending (Clementine Posse): Strength and more Dmg instances

Works on command card Play style

Orbis Fatum (Arachne Posse): Dmg amp and Arachne card draw is good

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TEAMS:

Exalt Play Style:

Saya (BIS): Insane Exalt Final Dmg Buffs and huge aoe corrosion that Clementine can easily clear.

Arachne (BIS): Huge Dmg Amp from Exalt and wheels

Horla: Final Dmg Buff, Vulnerability, Weakness and Buffs from her Exalt

Thais: Vulnerability, Weakness, Embryos, Aliemus and card dupe for more Aliemus and Symbiosis stacks

Aigis: Vulnerable, Stun and Final Dmg Buff

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Command Card Play style:

Arachne (BIS): Huge Dmg Amp, Increases Final Dmg Buff and Strength by a huge amount for cards.

Thais: Vulnerability, Weakness, Embryos, Aliemus and card dupe for more Dmg, Aliemus and Symbiosis stacks

Horla: Final Dmg Buff, Vulnerability, Weakness and Buffs from her Exalt

Aigis: Vulnerable, Stun and Final Dmg Buff

Helot: Big Final Dmg Buff

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Thanks for reading, here's a gift!!!

101094561 - My Dps AA Clementine

u/Local-Roll4942 — 27 days ago
▲ 98 r/morimenstactics+1 crossposts

Clementine Dps 2.7M dmg one-shot | No corrosion

Because my dmg was so high, the 2nd exalt hit from clem AA didn't show up because thais was already dead but if we added it to my dmg, it's 2.7m dmg in total or 2.67m if you wanna be a loser that no one likes.

But even so, AA wasn't needed since only one instance was needed to kill and even that was overkill.

Anyways clem is life <3

youtu.be
u/Local-Roll4942 — 1 month ago
▲ 60 r/morimenstactics+1 crossposts

Numerical analysis of the impact of wheel jail in D-Tide:

The aim is to verify how many +12 standard wheels were actually used in the highest level endgame content, or more specifically, how many times a +12 standard wheel definitively contributed to a clear. In contrast, we compare that to the amount of standard banner characters used in the run total. The reason +12 standard characters were not used as a baseline is because every individual dupe of a standard character contributes both kit-wise and stat-wise, in addition to major character power breakpoints at +4, +8, and +12. In comparison, wheel mainstats are fairly negligible and thus the only significant wheel breakpoint is +12.

Methodology: D-Tide leaderboard clear records were checked for total number of standard characters used vs total number of +12 standard wheels used
Support characters (and their wheels) were disregarded, as anyone can use any support
If a +12 standard wheel was used in conjunction with another +12 wheel, it was not counted (as a second +12 wheel means that an e3 standard wheel would have been equivalently effective)

People chosen were arbitrary and primarily based off of name recognition due to being an active and contributing member of the EN community (particularly Discord, as that is the central activity hub for endgame players). Due to this, a higher presence of guidemakers and content creators are featured.

Statistics were taken from this D-Tide season, with a few exceptions:

  • Dracozion: is currently on vacation; her 425 statistics were taken from her previous reddit write-up post
  • Corn: was inactive this D-Tide; his 425 statistics were taken from last season
  • LuffyOMG: took statistics from last D-Tide as his 425 clear was notable - F2P, max level 70, no-OE limited characters

https://preview.redd.it/hv0g4i4hhb5h1.png?width=2174&format=png&auto=webp&s=148ca4ad7b5713842ec6dde7e11db01aa847e60d

Drawing from the data, we can see a very distinctive difference between the amount of +12 standard wheels used in 425 clears compared to the amount of standard characters. Based on this, we can conclude that if your goal is 425 (or any extra-run score clear which requires more than 5 teams), the standard character banner offers more individual pull-for-pull value in progressing your team viability than +12'ing a standard wheel.

The 400-score clearers are much closer. Although there are some runs with significantly more standard characters than wheels, we see that most runs are fairly similar in amount. However, a closer review of the accounts that are more equal show that they primarily belong to older, more established accounts (300+ days) or to higher spenders. Based on this, we can conclude that if your goal is 400 (or any base D-Tide clear score, which requires 5 teams), the individual pull-for-pull value of both the standard character banner and the standard wheel banner are approximately equal, with a slight bias towards characters for newer accounts or accounts with less overall investment and spending.

The next question which follows is, naturally, which wheels to prioritize. Breaking down the wheel presence for each of these clears shows the following:

https://preview.redd.it/9bmjc0nnhb5h1.png?width=3554&format=png&auto=webp&s=6ecc6fff5cb8e684461c30a76c527beb4d190bdd

We can see an overwhelming presence in Blade of the Titan, with Incalculable Factor coming in second place. Afterwards, Amidst the Downpour, Will Unyielding, Chains Unbound, and Memory Spiral all have decently high presence for those who can take advantage of the wheel effects. Other wheels generally appears to be much more niche and strategy-specific depending on the individual player.

Outside of the heavier wheel-investment players, most players generally seem to get the most mileage out of only 2 or so standard wheels, with the rest seeming to primarily be for niche strategies or mostly being used because they have them.

I think a reasonable conclusion to draw is this:

Players aiming for 10-team D-Tide: should pull for +12 Blade of the Titan, and then either stop wheel jail entirely afterwards or grab 1-2 additional wheels at most depending on their most invested characters and teams. The high presence of standard characters demonstrates that they are vital to the 425 gameplan and powering them up will contribute significantly more to overall progress than pulling wheels.

Players aiming for 5-team D-Tide: should pull for +12 Blade of the Titan, and afterwards can choose to focus on wheel jail or character jail depending on their preference. Character jail does seem to have more immediate gains for newer and lower-invested accounts, while wheel jail is a longer-term investment that may not necessarily be needed. However, it does seem that picking up an additional 1 or 2 of the more crucial +12 wheels depending on the teams you run can be significantly helpful. Exceeding 3 +12 standard wheels does not appear to be particularly beneficial, meaning that pulling characters for eventual limited selectors may be a better budget-conscious decision.

Players not interested in D-Tide: should focus on maximizing the single team they play, as additional standard characters see no use on the account. In this case, it is pretty clear-cut that they should pull for +12 standard SSR wheels which are of benefit to the team they run. However, given that the majority of meta +12 wheels are from shop exchanges and battlepass, it is likely that most single-team accounts will not gain much value out of pulling for wheels either, outside of 1-2 wheels depending on the team. These players likely should pull on standard banners not for the characters, but for the limited selector shards which can save on pull economy in the future.

Summary

TL;DR - reviewing the conclusion, it seems apparent that at the base level, the strategy remains the same for all players regardless of the content they run or account goals. Blade of the Titan remains an almost uncontestable standard that everyone should pull +12 of ASAP, with the only exceptions being single-team players who do not intend to do D-Tide at all and play specifically a team which does not benefit from the wheel (such as Doresain). After Blade of the Titan, it appears that almost everyone will benefit from getting 1-2 high-value +12 standard wheels depending on which teams they play. However, there appears to be significant diminishing returns on wheel jail after a total of 3-4 wheels. Considering that pulling for +12 standards long-term now provides a consistent income of limited selectors, there does not appear to be any benefit or reason to stay in wheel jail long-term.

Additional answers to concerns people will likely have with the methodology:

  • Q: The data is biased towards wheel jail because most of the high D-Tide scorers come from established accounts which have historically pulled for +12 wheels before AA was implemented!
  • A: Yes.
  • Q: You're assuming a lot based on numbers, how do you KNOW that +12 wheels were necessary for the clear, or that standard characters couldn't have worked at lower investments?
  • A: I don't! Numerical analysis is flawed as this info comes from clear records, where older accounts and more invested players will naturally have more resources and higher investment even if it was extraneous to the clear. However, many of these users (monchi, Angbak, Spooky, Rain, Draco, Lula) are active on reddit and may have their own opinions regarding how vital +12 wheels were towards their clears compared to standard character investment. I invite opinions from the relevant parties for context.
  • Q: This data is flawed and ridiculous because standard characters work fine without dupes! Comparing a +12 wheel to Nymphaea being on a team is ridiculous, an E3 Nymphaea works just fine for me and it's not like pulling more copies of Nymphaea would make my team better like a +12 wheel would!
  • A: Given the difference in stats that character investment makes, I think that a majority of the players spotlighted here would agree that standard character investment makes a significantly higher difference in their clear comfort and viability compared to a +12 wheel. However, I willing accede the floor to any of the concerned parties who would prefer to voice their own opinions which may disagree with mine.
  • Q: Why are so many vets pushing this anti-wheel jail agenda?
  • A: We do not want others to make the same mistakes we made when we first started, the game has evolved and changed and what was optimal a year ago is not still optimal today.
reddit.com
u/Local-Roll4942 — 1 month ago