Silver Palace Cinderella Build Guide: Kit and Teams
Cinderella arrives carrying most of a crit build. Her Passive gives 35% CRIT Rate for the whole Quenched window, and its two upgrade nodes add another 20%, the largest CRIT Rate node on the roster. That is 55% before you equip anything, and it changes what her gear is for. Everyone else spends their build buying crit. She spends hers buying damage.
The other thing worth correcting up front: she is not a single-target burst carry, which is how she was written up when only beta footage existed. Her Ultimate replaces her entire move set for 12 seconds with wide chain attacks that drag enemies into each other. She answers a packed room better than anyone else in the game, and her single-target damage holds up anyway.

The build at a glance
| Layer | Pick | The reason in one line |
|---|---|---|
| Motive | The Burning Stone Mystery | 30% CRIT Rate, and the Ultimate instantly grants all ten CRIT DMG stacks |
| Epiphany | Cinderella | 80% Basic Attack DMG on a character whose burst window is all basic attacks |
| Implements | Embers and Flame, 4 pieces | Her CRIT Rate clears the 70% gate without being built for |
| Catalysts | Vulkanash, Hexogen, Wolframite | Ignis crits feed the team, kills explode, and she fights inside 1 metre |
| Nodes | Finish the two Passive CRIT Rate nodes | They cost the most and they are worth the most |
| Stats | CRIT DMG, ATK%, Ignis DMG% | Her CRIT Rate is solved. Stop buying it |
Everything below is the reasoning.
What she actually is
Ignis, Striker DPS, Outlaw. The mirror carries her under her civilian name, Ashley, with "Cinderella" as her title.
Striker DPS is the plain part. She deals damage through her own abilities and crits rather than through Resonance Effects, which is why Amplitude Coefficient and Amplitude Multiplier do nothing on her no matter how good those stats look on a sheet.
Outlaw is the part people skip, and it has real consequences. Identity gates whether a Motive grants its passive at all, and only five Outlaw Motives exist in the whole database. Equip a Motive from another Identity and you get its stats and none of its effect. There is a trap waiting here, covered below.
Her base stats run 739 HP, 95 ATK and 22 DEF at Lv.1 to 5,433, 698 and 485 at Lv.80, starting from the standard 5% CRIT Rate and 50% CRIT DMG.
The kit, ability by ability
She runs on two bars stacked one behind the other. Basic attacks bank Vengeful Flame, Vengeful Flame is spent to build Overheat, and Overheat pays for her biggest single hit. Multipliers below are at skill Lv.20.
Double-Quenched Blade (Basic Attack). A five-hit sword combo granting 2, 3, 5, 5 and 5 Vengeful Flame across the chain, for 20 from a full combo. That is exactly the reserve Re-Smelt needs to fire, which is not a coincidence. Hits land for 124.04%, 166.98%, 171.75%, 195.6% and 338.73% of ATK. Parrying an attack chains you straight into the third hit, so defending never costs you the combo. A Perfect Dodge opens a long-range barrage at 152.66% that grants 25 Overheat.
Charged Attack and Enhanced Charged Attack. Holding the button outside Quenched is a heavy hit at 179.82% that banks 10 Vengeful Flame. At full Overheat, the same hold instead consumes the entire 120-point bar for 834.72%, her largest hit outside the Ultimate.
Re-Smelt (Skill). At 20 or more Vengeful Flame, hold Skill to spray a wide area. Each shot costs 4 Vengeful Flame and returns 4.5 Overheat, so a full 80-point bar buys 20 shots and 90 Overheat. Shortly into the spray the rate of fire spikes and incoming damage is negated, and the sequence closes with an automatic Charged Shot. Full-Overheat total sits at 863.2%.

Carriage of Conflagration (Ultimate). Activates Quenched for 12 seconds, burning every enemy on screen for 34.22% per second and swapping her whole move set. Press Ultimate again during the window and a chariot sweeps forward and detonates for 1251.63%, ending Quenched. If you never press it, it fires on its own when the window closes, so the damage is never lost, only mistimed.
Quenched move set. Basic Attack becomes a four-hit chain at 222.04%, 291.41%, 388.55% and 624.47%, granting 15, 15, 30 and 60 Overheat. Add those up: one full Quenched combo refills the entire 120-point Overheat bar. Skill becomes a backward leap firing forward at 381.6% for 15 Overheat, and pressing Basic before you land adds a Signature Move Pursuit Attack at 360.81% for another 30.
Thermal Contact (Tactical Assault). A flying-kick switch-in at 524.78% that hands her 30 Overheat before she has swung once.
Thermal Rampage (Passive). 35% CRIT Rate for the whole Quenched window.
The four windows where she cannot be hit
Her one honest weakness is melee range. The kit answers it more thoroughly than any write-up has credited, because the invulnerability is spread across four separate moves rather than sitting on one dodge button:
- Re-Smelt, once the rate of fire ramps up.
- The fourth hit of the Quenched basic chain.
- Skill: Quenched, from the leap until she lands.
- The Signature Move that follows it.
Add the parry chain into the third hit of the basic combo and there is a defensive option inside almost every part of the loop. Playing her carefully is not the same as playing her passively.
The rotation
Five presses, and the resource maths explains why each one lands where it does.
- Run the full five-hit basic combo. It banks exactly the 20 Vengeful Flame that Re-Smelt is gated behind.
- Hold Skill for Re-Smelt. It converts the bar into Overheat at 4.5 per shot and gives you a free damage-negation window while it ramps.
- Hold Basic at full Overheat. The Enhanced Charged Attack at 834.72% is the wide hit that answers a packed group, and it is the reason you were banking anything at all.
- Press Ultimate for Quenched. Twelve seconds, a new move set, and the Passive's 35% CRIT Rate for all of it.
- Chain through the window, then press Ultimate again. One Quenched combo refills Overheat outright, and the chariot at 1251.63% closes the rotation.
A full Vengeful Flame bar spent through Re-Smelt yields 90 Overheat, not 120, so the last 30 has to come from somewhere. A Tactical Assault switch-in covers it exactly. So does a Perfect Dodge barrage plus a few basic hits. Plan the entry and the Enhanced Charged Attack is ready the moment the fight starts.
The crit ladder, and the two thresholds that decide her build
This is where the build actually gets decided, and it is worth writing out as a sum. Assume max upgrade nodes, a four-piece purple Embers and Flame set, and a Lv.60 Cinderella Epiphany at the substats shown in the beta build.
| Source | CRIT Rate |
|---|---|
| Base | 5% |
| Passive upgrade nodes, 2 x 10% | +20% |
| Embers and Flame, 4 pieces | +15% |
| The Burning Stone Mystery, refine 1 | +30% |
| Cinderella Epiphany substat | +25% |
| Out of Quenched | 95% |
| Thermal Rampage, during Quenched | +35% |
| During Quenched | 130% |
Two thresholds sit on that ladder, and between them they explain every pick in the table at the top.
Embers and Flame needs CRIT Rate above 70%. She clears it by 25 points without ever leaving her burst window, so the set's conditional half is permanently on rather than being a burst-only bonus. That is unusual. Most conditional sets in the game ask you to build toward the threshold; hers is met before you start.
The Cinderella Epiphany converts CRIT Rate above 100% into ATK. At 130% inside Quenched, the 30 points over the line become 24% ATK at 0.8% each. The usual advice to stop building CRIT Rate at 100% is wrong on her specifically, because nothing above the line is wasted.
CRIT DMG stacks the same way. Base 50%, plus 37.5% from the five CRIT DMG nodes, plus 62.5% from the Epiphany, plus 180% from The Burning Stone Mystery's ten stacks, which the Ultimate grants instantly rather than making you build them. That is 330% CRIT DMG the moment Quenched opens, at refine 1. At refine 5 it is 450%.

Motive: The Burning Stone Mystery
Her signature Motive, 5-star, Outlaw. It grants CRIT Rate outright, then stacks CRIT DMG on basic attack hits, and the Ultimate instantly grants all ten stacks so the Quenched window opens at full value instead of ramping into it.
| Refine | CRIT Rate | CRIT DMG per stack | At 10 stacks |
|---|---|---|---|
| 1 | 30% | 18% | 180% |
| 2 | 35% | 21% | 210% |
| 3 | 40% | 24% | 240% |
| 4 | 45% | 27% | 270% |
| 5 | 50% | 30% | 300% |
The trap. There is a 5-star Motive called The Cinderella Mystery. It is a Guardian Motive. On an Outlaw it grants its stats and none of its effect, so it is a worse stat stick than a 4-star that matches her Identity. Name recognition is not a build.
If you do not have Burning Stone, only four other Outlaw Motives exist:
- The Mechanical Creations Mystery (4-star). 10% ATK, and killing an enemy grants 20% CRIT Rate for 16 seconds. She kills a lot of things in a hurry, so this is the best fallback.
- The Aberrant Mystery (3-star). A flat 10% extra damage on basic attacks and skills. Boring, and it works.
- The Office Mystery (4-star). 10% ATK plus Amplitude Coefficient, which does nothing for a Striker DPS. Treat it as a 10% ATK stick.
- The Furious Speed Mystery (3-star). Crit and Amplitude below 50% HP. Building around being nearly dead on a melee carry is a plan that ends one way.
The full effect text at every refine is on the Motive database.
Epiphany: the one named after her
The Cinderella Epiphany increases Basic Attack DMG by 80%, converts CRIT Rate above 100% into ATK, and applies Miracle Fade on basic attack hits, which grants 40% Charged ATK DMG for 4 seconds when you damage an afflicted enemy.
Read that against her Quenched move set. Everything she throws in those 12 seconds is a basic attack, so the 80% applies to all of it, Miracle Fade is being reapplied constantly, and the Charged ATK bonus lands on the Enhanced Charged Attack that costs her whole Overheat bar. Three separate clauses all point at the same window.
The Lv.60 copy in the beta build carries ATK% 24%, CRIT Rate 25%, CRIT DMG 62.5% and DMG Bonus 12%. Substats vary by copy and by level, and duplicates raise them one line at a time with no wasted rolls.

Three alternatives are worth owning:
- The Sword in Silvernia. 15% CRIT Rate, and every point above 50% becomes 2.5% CRIT DMG up to 125%. She caps that conversion easily. It loses to the Cinderella book only because 80% Basic Attack DMG is worth more inside Quenched.
- The Destined Death. The same shape, converting into ATK instead, capped at 40%.
- Until Death Do Us Part. 10% Ignis DMG, plus Lovelark, which adds 30% to the next instance of a different damage type. Her loop alternates types constantly, so it fires more often on her than on most.
The Addendum track matters more on her than on most characters, because her skill upgrade materials stop at Lv.10 while her value curves run to Lv.20. A Targeted Addendum on Ashley is where the extra levels come from. The equipment guide covers Sketch Ink, Custom Ink and how rerolling one works.
Implements: Embers and Flame
Four pieces of Embers and Flame grant 15% CRIT Rate, and above 70% CRIT Rate every Ultimate adds 15% Basic Attack DMG for 16 seconds. Sixteen seconds covers the entire 12-second Quenched window with room on both sides, and Quenched is when she is throwing basic attacks exclusively. The set was designed for a character like her, and she is the one who satisfies its condition for free.
The four pieces are Death Is Now the Phoenix' Nest (Head), Eyes of Flickering Flame (Neck), Soul-Shaking Blaze (Secondary Weapon) and To Wait, or to Hope (Accessory). Implement stats are fixed rather than rolled, so once you own the set there is nothing left to farm for those slots. A purple Lv.60 Death Is Now the Phoenix' Nest carries DEF 68, HP 1364, ATK% 6.18%, DMG Bonus 3.86% and HP% 3.09%.

The Hunter and the Hunted is the alternative: 12% ATK, and 12% more once Ultimate Charge Efficiency passes 150%. Flat ATK scales the Quenched move set more directly than more crit would. Be honest about the catch, though, which is that nothing in her kit provides Ultimate Charge Efficiency, so the second half of that set is something you have to build toward rather than something she hands you. Every piece and stat line is listed in the Implement database.
Catalysts
Three Catalysts sit in her own Reactor and fire when she makes a Tactical Assault switch-in. Vulkanash costs 4 Power of a 14-point budget, so this is a real decision rather than three free slots.
- Vulkanash. When her Ignis damage crits, the whole team recovers a Silverdrip, twice a second. She crits constantly inside Quenched, which makes this the most reliable team resource generator in the game when she is the one wearing it.
- Hexogen. Kills detonate for 70% ATK in Ignis damage. On a character whose entire job is clearing a packed screen, this scales with the thing she is best at.
- Wolframite. Up to 9% extra damage inside 1 metre, falling off past 3.5. Quenched is melee, so she is inside that band by default.
Swap Hexogen for Alumalloy on a single boss, where its Attribute RES Penetration climbs to 9% as the enemy count drops to one. Ferroxene is worth 18% damage if you accept losing debuff and Stun contribution, which is fine when Alf is handling poise.
Skip Galena and Antimony on her. Galena builds CRIT Rate she already has, and Antimony guarantees a crit she was going to land anyway. Both are good Catalysts wearing the wrong character.

The Catalyst database has all 17 with full effect text.
Node priority, and the material that gates it
Her twelve upgrade nodes total 37.5% CRIT DMG, 18% Ignis DMG and 20% CRIT Rate. The board hands them to you in a fixed order, and the order works against you: the five CRIT DMG nodes come first on the cheap Outlaw's Instinct and Insight tiers, the five Ignis DMG nodes sit in the middle, and the two CRIT Rate nodes are dead last, behind 9 and then 12 Outlaw's Legacy plus three Everburning Chain Swords each.
Those last two nodes are the most valuable ten percent she has, because they are what carries her past the Embers and Flame threshold outside Quenched. Plan for them early. Everburning Chain Sword comes from Case Review: Farewells and Cinders, and maxing everything needs 38 of them alongside 221,810 Ounce, 41 Outlaw's Instinct, 38 Insight, 52 Challenge, 94 Legacy and 4 Twin Argent Strands.
Psyches, and what each one actually changes
Six Psyches, and two of them change how she is piloted rather than how hard she hits.
- Riddle-Sealed Heart. Every Re-Smelt bullet grants 1.5% ATK for 25 seconds. A full bar is 20 shots, so that is roughly 30% ATK carried into the Quenched window. Quenched basic hits also add 15% Ignis DMG each.
- The Stolen Silver Allegory. Shots cost half as much Vengeful Flame, the Enhanced Charged Attack gains 145%, and the Quenched timer pauses during each Enhanced Charged Attack. That last clause attacks her only structural weakness. Twelve seconds stops being a hard ceiling.
- Forgotten Ant. She starts every fight at full Overheat, so the opener is an 834.72% hit, and Enhanced Charged Attacks stack 60% onto the next chariot up to three times. That is 180% added to a 1251.63% move.
- Fleeting Arcane. 50% ATK for the whole Quenched window, then 40% Skill DMG for 5 seconds after it closes. The largest flat number of the six.
- Desperate Will. 20% ATK for the entire team for 60 seconds. The only one that leaves her own bar.
- Forged in Tears and Flame. Vengeful Flame builds twice as fast, she ignores 30% of enemy DEF inside Quenched, and the Enhanced Charged Attack pulls every enemy in range together. Grouping stops being incidental and becomes a button.
If you are choosing where to stop, 2 and 6 are the ones that change the character. 3 and 4 are the ones that change the numbers.
Teams
She is an on-field carry, so the other three slots exist to make her 12 seconds count.

Red Rose is the best partner she has, and it is not close. War of the Roses gives the entire team 50% CRIT DMG for 40 seconds, which is more than three of her rotations, and her Passive adds 3% team Ignis DMG for every Rose Bloom that explodes up to 15%. Cinderella's Ignis attacks are what detonate them. Both halves of Rose's kit land on both halves of Cinderella's scaling.
Alf breaks poise in Ignis, so the same attribute buffs feed her, and she hands over a stunned target right as the Quenched window opens.
Cynthia II is the off-attribute flex. She adds nothing to Ignis Resonance, but she holds enemies together exactly while Quenched is live, which is the best AoE carry paired with the best grouping unit.
Firtho is the only healer on the roster, and a melee carry who lives inside her burst window has a use for one.
Two pairings waste a slot. Gucia scales Amplitude, which applies to Resonance Effects rather than abilities, so almost none of her kit reads on a Striker DPS. Grimm is the sharpest attribute lock in the game and does nothing outside Fulmen teams.
Stacking Ignis bodies fills the Ignis meter faster for Extreme Heat, so a three-Ignis core is doing two jobs at once. The team building guide covers the fourth slot.
Ascension and materials
| Level | Concentrate | Can Conch | Claw | Ounce |
|---|---|---|---|---|
| 20 | 1 | 3 | 3 Crude | 6,250 |
| 30 | 2 | 5 | 5 Intact | 9,400 |
| 40 | 4 | 10 | 10 Intact | 12,500 |
| 50 | 8 | 18 | 5 Rare | 18,750 |
| 60 | 12 | 30 | 10 Rare | 25,000 |
| 70 | 20 | 45 | 5 Heirloom | 62,500 |
That totals 47 Rectified High-Temp Concentrate, 111 Can Conch, 134,400 Ounce, and Metal-Blooded Claw at 3 Crude, 15 Intact, 15 Rare and 5 Heirloom. Concentrate comes from Potential Exploration in Ignis, which the whole Ignis core competes for, so bank it before you start three of them at once. Full drop locations are in the materials database.
Is she worth pulling?
Yes, and she is the strongest opening pick in the game. She is the top reroll target, she sits in S on the tier list, and she is the most-read character on this site by a wide margin.
The case is simple. She solves crowded rooms better than anyone, her single-target damage does not fall off enough to make that a trade, and she arrives with 55% CRIT Rate already attached so a partial build still works. The honest catch is that her damage lives inside a 12-second window, and a mistimed Ultimate costs a whole rotation. That is a skill cost, not a power cost, and Psyche 2 eventually softens even that.
In the story
Ashley is the civilian behind "Cinderella". She talks her way into the Detective's employ by posing as a Royal Academy graduate who wants no wages, only help with a riddle she calls the mystery of the stolen silver. She is a survivor of the Silverium extraction at the United Vermentum Works factory, one of the Cinderellas, and she engineered her own hiring so the Detective would chase a truth she could not reach alone.

She spends what little she saves paying the assassin Red Rose to protect the Detective, repeatedly, without telling him. When the leads turn deadly and suspicion falls on her, she slips away at Bridgehead's company docks, thanks him, calls him her prince, and leaves to take her revenge alone.
Her full arc is in the story recap, the clue-by-clue version is in Ashley: Who Is She, Really?, and you fight her before you ever own her, which the Cinderella boss fight guide walks through.
FAQ
What is the best Motive for Cinderella?
The Burning Stone Mystery, her 5-star Outlaw signature. It grants 30% CRIT Rate at refine 1 and stacks 18% CRIT DMG on basic attack hits up to ten times, and using her Ultimate grants all ten stacks instantly. The Cinderella Mystery is a Guardian Motive despite the name, so on her it gives stats and no effect.
What is the best Implement set for Cinderella?
Four pieces of Embers and Flame. It grants 15% CRIT Rate, and above 70% CRIT Rate each Ultimate adds 15% Basic Attack DMG for 16 seconds, which covers her whole 12-second Quenched window. The Hunter and the Hunted is the alternative if you would rather have flat ATK.
Is Cinderella single-target or AoE?
AoE, and by a distance. Quenched replaces her move set for 12 seconds with wide chain attacks that pull enemies together, and her sixth Psyche makes the grouping an explicit button. Her single-target damage still holds up, which is why she does not need a second carry behind her.
How does Quenched work?
Her Ultimate, Carriage of Conflagration, activates Quenched for 12 seconds. Enemies burn for 34.22% per second, her Passive grants 35% CRIT Rate, and her Basic Attack and Skill are both replaced. Pressing Ultimate again during the window summons a chariot that detonates for 1251.63% and ends Quenched early. If you never press it, it fires automatically when the window closes.
What element is Cinderella?
Ignis. Pair her with other Ignis characters such as Red Rose and Alf to fill the Ignis meter faster for the Extreme Heat Resonance Effect.
How do I beat Cinderella as a boss?
She is the prologue boss before she is a playable character. Learn her wind-ups, dodge into the gaps, and trigger the gravity-shot QTE finish. The Cinderella boss fight guide has the timings step by step.
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