Blast enemies in a cone in front of you with a flare of light. Blasted enemies take Spirit Damage when attacked by Celeste and provides her spirit lifesteal.
Live
Light Eater
→
Dazzling Trick
→
Radiant Daggers
→
Shining Wonder
ult at lvl 6
Blast enemies in a cone in front of you with a flare of light. Blasted enemies take Spirit Damage when attacked by Celeste and provides her spirit lifesteal.
Surround yourself in a protective prism. If the barrier is destroyed, it silences nearby enemies and deals a portion of the barrier as damage.
Call down a beam of light from the sky. After a short duration, the beam will fully form, causing an explosion that deals Spirit Damage to all targets in the area. Celeste will receive a stacking buff that increases her spirit damage anytime this hits an enemy hero.
Launch a deadly orb of light that deals Spirit Damage and applies slow and reduces Dash Distance on impact. The orb then bounces to the enemies within range. If no target is found, the orb will linger for a short duration while continuing to look for targets. Prioritizes enemy heroes when picking targets.
Celeste is a long-range spirit carry that plays like a mobile drain-tank: she dictates fights from distance with Radiant Daggers, opens a lifesteal window with Light Eater, and shuts down escapes with Shining Wonder. Her win condition is stacking the Radiant Daggers spirit amp, then dropping daggers on a clumped team while the Light Eater cone turns the brawl into pure sustain. She wants distance and peel, only committing on her spike — complexity 2, but landing daggers, running the drain loop and timing ult bounces takes reps, so she's mid-low for new players.
Lane on your range advantage and never melee-brawl — at 690 HP you lose every close trade. Poke with Burst Fire (huge falloff range) and fire Radiant Daggers on cooldown to keep your Spirit Power high while you safely last-hit and deny. When the enemy walks up or dips low, tag them with the Light Eater cone to open the lifesteal window and trade up. Max Radiant Daggers first — it's your damage plus bonus Spirit plus the stacking fire-rate/amp buff every time it hits a hero. First buys are spirit, charges and stamina: her air control is real, so jump-cast daggers from above. Respect any dive or gap-closer that ignores your range.
This is your spike. Use Extra Charge and Mystic Expansion to clear waves and pre-stack the Radiant Daggers amp, then rotate to fights with a stack already loaded. Land daggers on grouped enemies, hit the front-liner with Light Eater, and drain-tank through the fight on Spirit lifesteal plus Torment Pulse ticks. You're excellent at contesting the Urn capture circle — your daggers, slows and ult own the ground enemies have to stand on. Don't initiate; sit behind your front line, poke, and only step up once a clump is pinned in your dagger AoE.
Boundless Spirit plus amp stacking makes daggers and Shining Wonder delete clustered teams. You're a backline drain-carry: play behind the front line, dump daggers on the clump, and hold ult for the dash-heavy carry — Shining Wonder slows and cuts Dash Distance, hard-countering escapes. Escalating Exposure and Mystic Vulnerability multiply every dagger and every ult bounce. With Refresher or Echo Shard you chain two ults, which alone can win the urn or objective fight. Your value evaporates if you get dived, so keep distance and a panic button up.
Pre-stack then commit: clear waves with Radiant Daggers to bank the spirit-amp stack before a fight, then walk in already loaded — a dagger drop on a grouped team can end it instantly, and Mystic Expansion makes the beam far easier to land. Drain-tank loop: Light Eater amps your damage and grants Spirit lifesteal on tagged enemies, so tag first, then dump daggers, gun and Torment Pulse to out-sustain a 1v1 or a dive. Silence bomb: pre-pop Dazzling Trick before engaging — when an enemy breaks the barrier it silences them and reflects part of it as damage, perfect for cutting an Infernus or spirit caster mid-combo, and the move-speed slides you into dagger range. Anti-mobility ult: throw Shining Wonder at a fleeing dasher (Vindicta, Haze, Shiv) for the slow, dash-cut and bounce; chain a second with Refresher or Echo Shard. Lock-then-rain: Slowing Hex or Mystic Slow pins them so they can't walk out of the dagger wind-up, turning daggers from dodgeable to guaranteed.
Sharpen the long-range gun for last-hits and denies, bank early spirit, and stack dagger charges to clear and pre-load the amp. Mystic Expansion makes daggers and the Light Eater cone land far more reliably; stamina feeds her air control; Spirit Lifesteal seeds the drain-tank loop.
The core spike. Improved Spirit is the scaler, Mystic Vulnerability amps every dagger and ult bounce on tagged targets, and Torment Pulse (buffed this patch) fuels the drain-tank and chunks clumps. Superior Cooldown gets you more daggers and Light Eater windows, while Slowing Hex pins targets inside the dagger wind-up.
Boundless Spirit is the all-round spike; Escalating Exposure snowballs amp across dagger hits and Torment Pulse ticks; Transcendent Cooldown gets ult and daggers back fast; Spellslinger scales your spell output. Refresher resets the whole kit for a second Shining Wonder, with Echo Shard as the optional double-cast.
Buy at least one resist into a focusing team. Ethereal Shift is your escape/reset when divers reach you; Debuff Reducer shortens the CC and silences she hates; Spellbreaker and Spirit Resilience answer spirit burst; Plated Armor covers gun-heavy teams; Witchmail punishes spirit dive while you're focused.
Weapon or spirit Celeste?
Spirit. Max Radiant Daggers and build the drain-tank — it uses her whole kit and out-scales gun builds. Gun Celeste off Burst Fire is a fun off-meta long-range poke build, but it's weaker; treat the gun as free last-hits and poke between cooldowns.
What do I max first?
Radiant Daggers, then Light Eater, then Dazzling Trick, and take Shining Wonder whenever it's available. Daggers first gives you damage, bonus spirit and the fire-rate/amp stacking that everything else snowballs off.
Is Celeste good for beginners?
Mid-low. The 7000-range gun is forgiving and complexity is only 2, but landing daggers, running the Light Eater lifesteal loop, and timing ult bounces all take practice before she pays off.
Who counters Celeste?
Close-range sustain bruisers that ignore her range — Victor is her worst matchup, with Infernus, Viscous and Drifter also diving through and grinding the drain. She wants distance and peel; she's strong into big, immobile targets like Graves, Bebop and Holliday.
Even in a world of magic, some things are still rare and unusual. So what is a unicorn to do? Announce her presence to the world and potentially have poachers looking to saw off her horn? Or hide in plain sight at a Coney Island Side Show where most folk would assume her appearance was just part of an act?
Over the years "The Dazzling Celeste" has grown into one of the more popular attractions on Coney, and while the applause from a cheering audience is appreciated; what keeps her waking up in the morning is the found family she's made at work.
Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.