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Should You Summon on Caesar Anthonio Zeppeli?

Should You Summon on Caesar Anthonio Zeppeli?

Caesar Anthonio Zeppeli's Featured Recruitment banner: what his Hamon kit actually does, why his two Ultimates make him two different characters, and how many copies he's really worth.

Caesar’s Featured Recruitment runs from 10 to 23 September, right as Jotaro’s limited banner closes. He’s a ranged Hamon fighter, and he’s the rare one whose damage actually scales off Attack instead of being capped by it.

He’s also one of the characters whose two Ultimates aren’t an upgrade path but two separate jobs. Which one you equip changes what he is, so it’s worth understanding that before you decide whether he’s worth your Astrogems.

What he brings

Caesar is a snowball. Every skill he has hands him Attack Speed Up stacks, and one of his passives turns those stacks into free extra basic-attack damage, which makes him hit faster, which stacks more. The longer a fight runs, the further ahead he gets.

What makes that actually matter is that his numbers are real. Almost everything in his kit is a straight percentage of Attack, which is unusual for a Hamon character, and his Attack growth sits in the top 2% of the roster. Most Hamon kits treat Attack as a ceiling to work around. His treats it as the engine.

He starts fights with a big chunk of Energy already banked, so his Ultimate is online early rather than something you wait for. That also makes him a solid Rush contributor, which matters more in Arena than in a boss fight.

What he isn’t is a support. There’s no ally heal, no shield for anyone else, no energy for the team, nothing that buffs a teammate. He receives buffs (one of his passives even rewards him for it), he never gives them.

View Caesar’s full page

Kit breakdown

Bubble Barrier (Active Skill). A big bubble that hits hard and comes with a real chance to Immobilize whatever it lands on for 3 seconds, then hands him 2 Attack Speed Up stacks on top. Its cooldown drops from 20 to 16 seconds as you level it. This is his only pressable button and his only hard crowd control, and there’s a catch worth knowing: Caesar ships with zero Effect Hit, so until you fix that with gear, the tree or a Spirit board, that Immobilize will roll against the target’s resistance and sometimes just fail.

The Human Spirit (Passive, unlocks at 2-star). A quiet boost to his Attack and Max HP, plus one stack of Attack Speed Up every time an ally buffs him, at most once every 3 seconds. It’s the one line in his kit that actually wants a teammate: put him next to a character who throws buffs around and his engine spins up noticeably faster.

Hamon Energy (Passive, unlocks at 3-star). His basic attacks hit for extra damage on top of whatever they were already doing, and against Vampires and Zombies every attack adds a slice of the target’s current health. That second half sounds huge and mostly isn’t: it’s capped at 100% of Caesar’s own Attack, so against anything with a big health pool it hits the cap immediately and stops scaling. It’s a real bonus against special units, not a health-bar shredder.

The Zeppeli Spirit (Passive, unlocks at 5-star). Hands him a pile of Energy the moment the fight starts, and then does the important thing: for every Attack Speed Up stack he’s holding, his basic attacks get a chance to fire the Hamon Energy bonus an extra time. This is the passive that makes him work. Without it the stacks are just attack speed. With it, they compound into damage.

Bubble Cutter Gliding (Ultimate, Build A). Turns his basic attacks into penetrating bubbles that damage everything along the path and leave bubbles stuck on targets. The Ultimate then recalls every bubble at once, each one firing down a straight line, and feeds him stacks for the trouble. This is the sustained build: it wants long fights and enemies lined up, which makes it his World Boss and wave-clearing mode.

Bubble Lenses (Ultimate, Build B). Turns his basic attacks into ricochets that bounce up to 5 times through everything within 2 tiles of the target, and his Ultimate into a bubble volley that covers the same area. Those bubbles then sit there burning Vampires and Zombies for a few seconds. Every enemy hit feeds a stack, so a crowded fight spins his engine far faster than a duel does.

You can only have one of the two equipped at a time, so treat them as two jobs rather than a ladder: Bubble Cutter Gliding for long single-lane fights, Bubble Lenses for packs and for Pillar Man content. If you’re only ever going to set it once and forget it, set it to Bubble Lenses. It’s the stronger half of his kit.

How many copies to go for

Your first copy is a working Caesar: the active skill, the Energy head start, and the Attack Speed Up loop all run from the first fight. What’s missing at one copy is his three passives, and one of them is most of what makes him good.

  • 2-star (your 2nd copy): unlocks The Human Spirit, the stat boost and the ally-buff trigger.
  • 3-star (your 3rd copy): unlocks Hamon Energy, the extra damage on every basic attack and the special-unit bonus.
  • 5-star (your 5th copy): unlocks The Zeppeli Spirit, the passive that converts his stacks into damage. This is the one that changes how he plays, and unusually for this game it’s the last one, so his power curve is back-loaded.

Bubble Lenses (Ultimate B) sits outside all of that: like every second Ultimate, it comes from his own Ability recruitment rather than from character copies, and one pull there is enough whatever your star count is. Since Bubble Lenses is the build most people will want, budget for that banner rather than assuming the character pulls cover it.

  • Super F2P: one character copy plus a single Ability pull gets you a functional Caesar on his better build. Don’t feel pressured past that unless he’s actually carrying your account.
  • F2P / light spender: the honest answer is that he wants 5-star more than most characters do, and that’s expensive. If you can’t get there, he’s still fine, just quieter than his ceiling suggests.
  • Spender: 5-star plus a maxed Bubble Barrier, which takes the Immobilize from a roll to guaranteed and drops the cooldown to 16 seconds. That’s an Arena upgrade far more than a boss one.

In PvP

He’s decent, not a threat. The Energy head start gets his Ultimate out early and Bubble Barrier is genuine hard crowd control, which is more than most damage characters bring to Arena at all. What he doesn’t have is a turn-one answer: no buff strip, no way to lock someone down before they act, and his Effect Hit problem sits directly on top of his only control tool. Expect him to be useful rather than decisive, and don’t build your Arena team around him.

Should you summon?

Only if you want what he does. Early verdict: 3.5/5.

He’s a real ranged damage character with genuine area coverage rather than incidental splash, and he gets better the longer a fight runs. The catch is where that damage comes from: it’s a sum of many small hits rather than one big number, which is exactly the shape that high damage-reduction bosses are built to punish. He’s excellent against Cool Ice and Notorious Chase, where there’s almost no defence to chew through, and he struggles badly against Akira Otoishi, whose damage reduction eats a low-multiplier loop alive. That’s a real hole, not a rounding error. If your account is short a healer or a single-target nuker, he fills neither, and Jotaro’s banner is closing at the same moment his opens. Pick deliberately.

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