Table of Contents
ATK | 132 |
HP | 4515 |
DEF | 10% |
CR | 10% |
CDMG | 50% |
Teresse is a Physical Water support who offers both amplifying buffs and a knockback skill. This combination of skills is admittedly strange, but having an offensive buff like hers makes her worth the investment.
Check out my other Character Guides:
Strengths and Weaknesses
+Teresse generic buffs make her usable in all types of teams. Beachside Angel's DMG buff is especially strong.
+Teresse has the widest AoE knockback skill in the game.
-Anti-synergy with chains make Teresse not ideal in content that require chains.
-Knockbacks are typically only used in very specific scenarios, so you mostly use Teresse for her buffs.
Costumes
Teresse currently has 3 costumes. Angel of Destruction is a knockback skill with a wide AoE. Medical Club is an ATK and MATK buff skill with healing on top. Beachside Angel is a DMG buff that works when you're not applying many chains.
Angel of Destruction
Very Front
Berserk Smash
SP ◆ 2 — CD ● 3 Turns
Acquire 3 SP. Deal 1 Physical DMG and knock the target 2 squares to the back. The knocked back target deals 50% of their max HP to the impacted target with Physical DMG. Deal Physical DMG based off of 75% of ATK every turn for 6 turns.
Skill Potential 1
DoT DMG +50%
Skill Potential 2
Range Upgrade
Skill Potential 3
Knockback +25%
+1 | +2 | +3 | +4 | +5 |
---|---|---|---|---|
DoT | Knockback | SP | Knockback | DoT |
75% ▸ 125% | 50% ▸ 75% | 2 ▸ 1 | 75% ▸ 125% | 125% ▸ 175% |
Angel of Destruction is recruitable in the pub of Story Pack 8 — Fury Angel.
This costume is niche at best, since knockback damage depends on enemy formations, and Teresse has terrible ATK stats to utilize the DoT damage. Within this niche however is the fact that she has the widest pattern amongst the knockback skills allowing her to line up the enemies for your other allies, especially those with the juicy patterns.
With the range upgrade from her skill potential, she becomes much more flexible with this pattern as well, allowing her to strike from the side lanes.
As for damage, this costume is downright pitiful at +0, and you need the combination of +2 and skill potential 3 to get her to 100% knockback damage, in parity with most other knockback skills.
Key Upgrades: Skill Potential 2
Medical Club
Me
I-I'll Help!
SP ◆ 4 — CD ● 5 Turns
Increase ATK and MATK by 50% for 4 turns. Heal allies' HP based off of 25% of current HP every turn for 4 turns.
Skill Potential 1
M/ATK Buff +10%
Skill Potential 2
Heal +25%
Skill Potential 3
Range Upgrade
+1 | +2 | +3 | +4 | +5 |
---|---|---|---|---|
SP Cost | M/ATK Buff | Heal | M/ATK Buff | M/ATK Buff |
4 ▸ 3 | 50% ▸ 70% | 25% ▸ 50% | 70% ▸ 90% | 90% ▸ 110% |
Medical Club is a hybrid buffer, allowing you to use both magic and physical units in your team. This is especially important when you are playing mono element teams with Diana, where your choice of DMG carries is already restricted.
This costume also heals based off her current HP. Teresse has really high base HP, so she should be able to heal well even after taking quite a bit of damage. Reminder that heals can crit, too, so for most scenarios, her healing should be good if you give her enough crit stats.
The most notable downside to this costume compared to the other M/ATK buffs is the fact that this costume has a pattern, instead of targeting all of your teammates. Fortunately, this is not an aura skill like Diana's, so you only need to position her buff on the turn she casts it, but this restriction is still annoying when you are using her and Diana on the same team. This is why her range upgrade is massive QoL to her skill, as a pattern is much easier to utilize.
There's also the fact that Teresse costs 3 SP, and doesn't have full uptime on her buffs, but her enabling compositions that neither Lathel nor Helena can fully utilize should make up for that.
Key Upgrades: Skill Potential 3, needs to be +2 at least to outscale Samay's buff.
Beachside Angel
Ally
P-proud to Show Skin!
SP ◆ 4 — CD ● 5 Turns
DMG to targets with 5 or fewer chains is increased by 100% for 4 turns.
Skill Potential 1
SP Cost -1
Skill Potential 2
DMG Buff +20%
Skill Potential 3
DMG Buff +20%
+1 | +2 | +3 | +4 | +5 |
---|---|---|---|---|
SP Cost | DMG Amplify | Duration | DMG Amplify | DMG Amplify |
4 ▸ 3 | 100% ▸ 120% | 4 ▸ 8 | 120% ▸ 140% | 140% ▸ 160% |
Beachside Angel is a limited unit tied to summer events.
Beachside Angel is a phenomenal buffer, granting up to a ×3 DMG multiplier to your entire team. This buff is completely generic, working on all types of damage, whether it is M/ATK scaling, HP scaling, you name it. She can buff Angelica, Gray, and even counter units like Granhildr and Lecliss. This buff is additive to vulnerability debuffs applied on the enemy.
The caveat to this costume is that you don't want to use her with a chainer. This means that she actually competes in the same slot as chainers such as Celia and Zenith. In terms of amplification, Teresse is a much better amplifier than the other two:
- Celia requires two turns to set up, and costs lots of SP to achieve a ×2.4 DMG buff. On top of that, she only buffs this much for a single turn, and only to a 3x3 area that she can reach. Teresse has a full uptime buff (at +3) that costs 2 SP, amplifies damage to all enemies, and her amp is even stronger!
- Zenith buffs for ×3.2, but only in single target. Zenith also has trouble amplifying damage against frontline enemies.
As mentioned earlier, chains only work for a single turn. Teresse's buff is continuous, making her much better than a chainer for DoT units and counter units. The only time where you'd want to use a chainer over Teresse is when a Fiend Hunt requires chains for conditional skills (and in Last Night), or when you can use both a chainer and a vulnerability debuffer (Rafina or Levia) in the same team. In content where neither is true, Teresse is way better.
As for upgrades, get +3 minimum for full uptime on her buff. +5 is very worth it since she is limited.
Key Upgrades: +3 minimum, all her skill potentials. +4 and +5 are very worth it.
Building Teresse
You don't really need to build Teresse if you only need her for her offensive buffs, but since she's tanky, you can build her to take more hits (while also making her heals more potent). You can also make her knockbacks deal more damage.
Gravior
Exclusive Stat — 45 ATK%
Correct Main Stats — ATK + CDMG
This weapon is near useless to Teresse, since the only thing that scales off her ATK is the DoT she applies on her base costume. She also has terrible base stats for DoT damage. This exclusive weapon is not worth it at all.
Bond Potential
HP | 28.4% |
ATK | 80 |
DEF | 5% |
HP | 62.4% |
ATK | 14.2% |
MRES | 8.4% |
HP | 62.4% |
ATK | 14.2% |
DEF | 8.4% |
Use either Medical Club or Beachside Angel, since these bonds give significantly more HP to Teresse. There might be a consideration to use Angel of Destruction for that extra DEF, but you can reach 90 DEF even without that.
Optimal Build [PvE]
+
or
+
Substats — Prioritize HP%, crit stats are nice for her healing
Build either full DEF gear or full MRES gear depending on the enemies you're facing.