She's the girl with all the support! That's right, it's time for another review on the unit called Cerius. As usual, sit back and leave your comments on how you feel about the unit. Okay, let's go frens. In Game Sprite Models: [3*] | [4*] | [5*] [6*] Equipment: Weaknesses: None | Resistances: None Trust Mastery Award: Miracle Shoes (Accessory): 20% Auto Protect/Shell, Auto Regen Limit Break: AoE 3 Turn +25/49% All Elements Resist for 3 turns. Spoiler: Cerius Stat Table Rarity Level HP MP ATK DEF MAG SPR DC Hits 3* 1241 (150) 85 (35) 51 (10) 56 (10) 60 (10) 61 (10) 6 1 4* 1601 (210) 110 (45) 65 (14) 72 (14) 78 (14) 78 (14) 8 1 5* 2001 (240) 138 (60) 82 (16) 90 (16) 97 (16) 98 (16) 10 1 6* 3078 (390) 186 (85) 102 (26) 128 (26) 127 (26) 136 (26) 12 1 Name Effect MP Level Learned & Rarity Protect Increase DEF (20%) for 3 turns to one ally 4 3 [***] Shell Increase SPR (20%) for 3 turns to one ally 4 11 [***] Deprotect Decrease DEF (20%) for 3 turns to one enemy 3 28 [***] Deshell Decrease SPR (20%) for 3 turns to one enemy 3 33 [***] Barfira Increase fire resistance (50%) for 3 turns to all allies 12 25 [****] Barblizzara Increase ice resistance (50%) for 3 turns to all allies 12 25 [****] Barthundara Increase lightning resistance (50%) for 3 turns to all allies 12 25 [****] Bravery Increase ATK (20%) for 3 turns to one ally 8 42 [****] Faith Increase MAG (20%) for 3 turns to one ally 8 55 [****] Barfiraga Increase fire resistance (70%) for 3 turns to all allies 22 62 [*****] Barthundaga Increase ice resistance (70%) for 3 turns to all allies 22 62 [*****] Barblizzaga Increase lightning resistance (70%) for 3 turns to all allies 22 62 [*****] Protectga Increase DEF (40%) for 3 turns to all allies 24 80 [*****] Auto-Refresh Recover MP (5%) per turn during battle - 1 [******] MP +30% Boost users MP stat by 30% - 50 [******] Heart of Light Increase dark resistance (50%) and petrify resistance (100%) for 3 turns to all allies 45 86 [******] Dualcast Use magic twice in one turn - 100 [******] Pros: Innate Dualcast (Current): Cerius getting innate dualcast at 6* actually really helped her out in this issue she had before in her 5* form. She felt clustered to use cause of you balancing her shields, buffs, and debuffs depending on what your teams needed for the battle. She could've in the past covered what your team lacked while her debuffs/buffs were certainly not the best to use. They at least gave something as opposed to nothing. High Shield Barriers (Both): Cerius is the only unit while it being the main 3 elements of the game to have a 70% shield to them respectively. Which if the content called for it she would be a great support to use when you think you need her high amount of protection cause they would make most of the bosses that frequently use weapons seem really weak when they do their elemental attacks on you making the content feel easier. Petrify Immunity (Current): Healers with Petrify cure is hard. And it's even terrible when there is multiple members on your team who was petrified. Cerius in addiction to a new dark shield buff, gets the ability to make your team immune to petrify. This isn't a common thing to be seen in content now, but there is a special place which I will explain later where this would be greatly applicable. Cons: Inefficient Buffs (Current): In the past, her buffs would've been fine to use cause there was many units that had buffs in general. But, with all the units we have now her buffs feel outdated, and not even worth using. Before using Bravery/Faith would've yielded good results for more damage but with Cheer/Embolden being so common amount team setups she really doesn't hold a significant reason to use anything but her shields anymore. Not the Best use of DC (Current): Yes, getting Dualcast for her is a good thing as for the reasons I've stated before. But, she only can use Green Magic which consists namely of shields, and buffs/debuffs which is shown clearly in her movepool. But, she can't do anything else with that incredible niche she has on your team. If she could perhaps cast a heal, or do black magic her Dualcast would seem more worth it to have. It's still good on her, but not the best use of this great niche she has. No Defensive Passives (Both): Cerius lacks any HP/DEF/SPR Passives to keep her afloat longer in battle. This with her relatively low-ish HP of 3K means she can be easily sniped down by enemies. If she had any sort of HP/DEF/SPR Passive she would get more survival which means more chances for her to do what she does best. PvP Arena: She doesn't have a super great reason to be used. But, with her Petrify immunity move this can actually save your team since it's really common to have a attacker with Golem Staff on a team for PvP. This means you wouldn't be slowed down or get the unfortunate petrify on a unit that deals the most damage on your team. So, that works for her. Her Dark shield also helps cause of enemies on the opponent team attack with dark element attacks. Her regular shields can also put a fast stop to mages who rely on elements for damage. Trust Mastery Award: Cerius TM is not worth to grab at all sadly. The main reason is her auto buffs are stage 1 tiered buffs (Brave/Faith) which can be easily overwritten by any of the most common buffs we tend to use now in the meta. (Cheer/Embolden/Focus/Meditate) making them for the better part useless. The auto regen also is bad too cause it has a chance to proc instead of being used from the jump. So, this one isn't really not worth the trouble to get. Comparing to Other Units: Fortunately, there are no other units that are released in Global who specialize in Green Magic. There are however other units that can fill what Cerius does like Tilith/CoD which I find unfair to compare cause they fill other roles which by default would make them better than Cerius herself. If there was a pure green magic type of unit that was 6* it would've been a better comparison. For now, this will be skipped. Conclusion: Well, Cerius is kinda a niche unit now. She doesn't really hold a super special place in the meta but certainly has her uses when the situation arises. I would raise her in the case such a reason pops up you never really know when a unit becomes valuable for some kind of specific content in the game. I feel she'd have a solid reason of use in the upcoming Christmas Raid, and the future Europa Trial which is a reason to hold on to her. She's overall a niche unit for specific things.