Sciel Skills Guide
Last Updated:April 24, 2025|Changelog
Sciel is the expedition's fourth party member, and reunites with the group once they reach the Hidden Gestral Village. She wields a scythe and is largely an offensive character with a focus on dealing Dark and Physical damage, though she does have a few options to support her team as well. This guide details each of Sciel's skills, with notes on how to use them, then continues on to suggested synergies and team compositions.
Sciel's unique mechanic involves applying and consuming Foretell. Skills that apply Foretell (of which the default maximum is 10) generate Sun Charges, while skills that consume generate Moon Charges. While a Sun Charge is active, Sciel gains AP in relation to the amount of Foretell she consumes with an ability. Conversely, an active Moon Charge lets her gain AP based on how much Foretell she has applied to a target.
With both a Sun and Moon Charge active, Sciel enters a state called Twilight, which gives her the ability to inflict double the amount of Foretell with skills and double the amount of Foretell that can be applied to an enemy. She also drastically increases her damage according to the amount of Sun or Moon Charges she consumes while in this state. Because of this, it's often a good idea find a good balance of skills that generate both types of Charges in order to be in Twilight as often as possible.

Skill Breakdown

Sun Skills
Skill | Notes |
---|---|
Focused Foretell | One of Sciel's default skills; it's mainly used as the introductory skill for applying Foretell, which it does a decent job with. Not incredibly useful outside of that. |
Marking Card | Very useful for most of the game due to its ability to apply Mark, which boosts damage and has synergy with other party members. It's cheap and hits twice for pretty decent damage. |
Spectral Sweep | This skill uses Sciel's weapon's element, which can be pretty useful for dodging resistances or immunities, considering most of her skills deal Dark damage. As an offensive skill it's pretty solid, especially with Luck/Critical investment to help pile on Foretell - it's not especially reliable though, since it can hit between 2 and 6 times. |
Bad Omen | This is her best AoE skill for much of the early game for random encounters, it does the job pretty well since it's cheap and hits twice. |
Searing Bond | Kind of niche skill, has some pretty good synergy if used with another party member that has Burn support, but outside of that it's lackluster. |
Final Path | Expensive, but deals very high damage and can Break as needed while also applying a ton of Foretell. |
Card Weaver | An interesting skill, but often too situational to make much use of - she's usually better off doing something else. She does get an extra turn out of it, but spending the AP to do so seems kind of wasteful. |
Moon Skills
Skill | Notes |
---|---|
Twilight Slash | The default skill for consuming Foretell; pretty much the inverse of Focused Foretell. Good when Sciel joins, but outclassed quickly. |
Harvest | An offensive skill that also heals Sciel. Overall, it's not a great choice. Healing can be done by other means if needed, and you generally don't want to waste Foretell consumption on this. |
Phantom Blade | The better version of Twilight Slash with the added functionality of being able to Break. Decent upgrade when it becomes available. |
Firing Shadow | A good AoE multi-hit ability. For fights against multiple enemies that last longer than a single turn, it's a great idea to alternate this with Bad Omen to get a nice damage increase on every use. |
Plentiful Harvest | In a party composition that appreciates spending a ton of AP every turn, this can be fairly useful, and it allows Sciel to lean into a support role. |
Sealed Fate | Very useful for much of the game, and definitely appreciates a Luck/Critical Hit-focused Sciel if used, since it can sustain itself and dish out a ton of damage at a relatively cheap cost. Has the added benefit of using her weapon's element to target weaknesses as needed. |
Grim Harvest | It's okay as a group heal, but should only be used if absolutely needed. The base heal amount is not great, so it needs to consume Foretell to really make any kind of meaningful impact. Use in a pinch, or skip it entirely. |
Our Sacrifice | This is a pretty good nuke skill, but requires some caution since it actively hurts your party members. In areas with battles that don't last beyond a single turn, or battles with enemies that can be easily parried or dodged, there's really no downside to using it. Just make sure to heal up before any major fight. |
Dark Wave | Like Our Sacrifice, this is a great (arguably better) nuke skill that is useful for the entire game. It hits 3 times and doesn't even really need to consume Foretell for extra damage to be effective. Stack Energising Start or Energising Turn to be able to cast this at the start of every fight. |
Twilight Dance | Another amazing skill that can and should be used throughout the entire game. It's a multi-hit, highly damaging single-target move that extends Twilight, making it extremely valuable in boss fights. Since a lot of bosses have multi-hit attacks of their own that tend to target the entire party, this skill with Energising Parry can often make it spammable, leading to permanent Twilight uptime in certain situations. |
Delaying Slash | An average damage multi-hit move that also delays its target for one turn. This one's not too great; delaying the enemy's turn can usually be considered a downside, since it means less opportunities to parry for additional damage. |
Support Skills
Skill | Notes |
---|---|
Rush | Sciel's first available support skill; it increases the party's speed. It's all right, but often not too impactful. Consider equipping the party with Longer Rush if this is used. |
Intervention | Pretty situational, it essentially just trades Sciel's turn to another party member. In a team composition that is reliant on having a another party member act as often as possible, it's useful, but outside that it's meh. |
Dark Cleansing | This is a no cost skill, so in that regard it's worth having in a pinch if there's a free skill slot. Very situational, but doesn't hurt to have. |
All Set | This is a pretty good skill, but it does need some support to make it useful since its effects only last a single turn. Its best support is probably Longer Powerful (equipped to all party members), then Longer Shell and Longer Rush as preferred. |
Fortune's Fury | Again, useful if one of your other party members is an absolutely unit that can nuke harder than Sciel. If not, it's fairly useless. |
Gradient Skills
Skill | Notes |
---|---|
Virtuose Strike | This is actually very good as a default gradient skill, and although it can target multiple enemies, it's especially good on single target. Using this allows Sciel to stack a bunch of Foretell while also dealing respectable damage, then follow up with another hard hitter like Twilight Dance in the same turn. |
Doom | Another pretty good skill with a focus on debuffing the enemy. Great for temporarily crippling a boss and providing party synergy. |
End Slice | Requires some setup to really shine, but deals an incredible amount of damage in proportion to the amount of Foretell that has been consumed throughout the fight. |
Build Synergies
Though Sciel has some synergy with team support via skills, arguably her best synergies are the ones that apply to herself, making her more powerful in the process. This is typically due to the weapons she has at her disposal:
- Chation is a weapon that is discovered not too long into the journey, and stays incredibly strong throughout. It makes her Sun skills always apply 10 Foretell, which in turn makes most of her Moon skills that deal extra damage based on Foretell consumption hit incredibly hard. It also has high Luck damage scaling, which is already a great stat for Sciel to invest in. The downside here is Sciel takes double damage while wielding this weapon, so being able to dodge or parry consistently is a must.
- Blizzon is an absurd weapon that comes a little later on in the game, but once it is acquired, its power is extremely noticeable. Apart from having the highest base damage of all her weapons, it has insane Luck scaling and boosts the power of Moon skills through the roof. Considering some of her best skills fall under the Moon category (Dark Wave, Twilight Dance), the amount of power gained here is incredible. Like Chation , however, it does have the double damage taken downside.
- Keeping with the Luck scaling weapon theme, Charnon is another monster that especially shines in situations where Twilight Dance becomes spammable (usually by parrying multi-hit attacks with Energising Parry during boss fights).
Her appeal when it comes to party support mainly comes from:
- All Set for damage, speed, and defensive buffs. It needs to be used with Pictos such as Longer Powerful, Longer Shell, and Longer Rush to be effective, however.
- She does have ways to party heal even without the use of skills. Ramasson is a pretty good weapon on its own damage-wise, and comes with some built-in healing utility.
- Marking Card gives her Mark support, which can be enhanced with Double Mark and has synergy with other skills, like Maelle's Momentum Strike.
Summary
- Sciel's skills mostly specialize in dealing Physical and Dark damage.
- She performs well in both single target and multi-enemy situations with high damaging skills like Dark Wave and Twilight Dance.
- She can support her team with buffs and healing, but usually prefers to stay on the offensive while focusing on increasing her own power.
- Sciel has many strong weapons throughout the game that support her offensive playstyle, such as the glass cannon themed Chation and Blizzon.
Written by: snail