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Sciel is a playable character who uses the Scieleson in Clair Obscur: Expedition 33. See Sciel's best builds, weapons, attributes, playstyle, skills, and character profile here!
| Sciel Guides | |
|---|---|
| Best Build | Romance |
List of Contents
| Best Attributes | 1. Luck
2. Defense
|
|---|---|
| Best Weapon | |
| Best Skills |
Twilight Dance Deals extreme single target Dark damage. 4 hits. During Twilight, extends Twilight duration by 1 turn. Consumes all Foretell to deal additional damage. Sealed Fate Deals high single target damage. 5-7 hits. Uses Weapon's element. Each hit can consume 1 Foretell to deal 200% more damage. Critical Hits don't remove the Foretell but still gets the damage increase. Final Path Deals extreme single target Dark damage and applies 10 Foretell. 1 hit. Can Break. Intervention Targeted ally plays immediately and gains 4 AP. Fortune's Fury Targeted ally deals double damage for 1 turn. Plentiful Harvest Deals medium single target Physical damage. 2 hits. Consumes all Foretell on a target and gives 1 AP to a party member for each Foretell consumed. |
| Best Pictos |
Immaculate 30% increased damage until a hit is received. Glass Canon Deal 25% more damage, but take 25% more damage. Inverted Affinity Apply Inverted on self for 3 turns on battle start. 50% increased damage while Inverted. |
| Best Luminas |
Full Strength
Full Strength 25% increased damage on full Health.
Second Chance
Second Chance Revive with 100% Health. Once per battle.
Tainted
Tainted 15% increased damage for each Status Effect on self.
Empowering Parry
Empowering Parry Each successful Parry increases damage by 5% until end of the following turn. Taking any damage removes this buff.
Roulette
Roulette Every hit has a 50% chance to deal either 50% or 200% of its damage.
Cheater
Cheater Always play twice in a row.
Painted Power
Painted Power Damage can exceed 9,999.
Solidifying
Solidifying +2 Shields when the character's Health falls below 50%. Once per battle.
Warming Up
Warming Up 5% increased damage per turn. Can stack up to 5 times.
Energising Parry
Energising Parry +1 AP on successful Parry.
Energy Master
Energy Master Every AP gain is increased by 1.
First Strike
First Strike Play first. |
For Sciel, her best endgame weapon is Charnon. Focus on increasing her Luck and Defense attributes to improve her survivability while also buffing her other stats thanks to the weapon's scaling. The Pictos and Luminas above give her a lot of offensive stats, damage boosts, and AP recovery.
| Act 1 | Act 2 | Act 3 | |
|---|---|---|---|
| Vitality | 10 | 10 | 0 |
| Might | 5 | 10 | 0 |
| Agility | 15 | 35 | 0 |
| Defense | 0 | 20 | 81 |
| Luck | 10 | 15 | 99 |
The values in red are the ones to be prioritized.
Act 1 is calculated with 40 points at level 15.
Act 2 is calculated with 90 points at level 30.
Act 3 is calculated with 180 points at level 60.
For the most part, Sciel's best stat is Agility followed by Luck, as you want her to attack often and deal Critical hits a lot. Additionally, Scieleson scales off of these Attributes, further increasing Sciel's damage output in the early game. Get Vitality to the same level as your Luck to give Sciel some survivability.
Once you get to the mid game, you will be changing your weapon from the Scieleson to the Rangeson, which scales off of Agility and Defense. Continue increasing your Agility as before, but this time invest more points into Defense compared to Might and Vitality. Put points into Luck every now and then to increase Sciel's Critical Rate.
Upon reaching the late game, you can swap Rangeson for Charnon, as it guarantees crits in Twilight State. This helps Sciel deal consistent damage while also applying more Foretell stacks. Invest in both Defense and Luck for the weapon's scaling.
| Act 1 |
Scieleson
|
Max Power: 3454
Element: Physical Attribute Scaling: Agility - S Luck - A No Passive abilities |
|---|---|---|
| Act 2 |
Rangeson
|
Max Power: 3132
Element: Dark Attribute Scaling: Agility - S Defense - A |
| Act 3 |
Charnon
|
Max Power: 2970
Element: Void Attribute Scaling: Defense - A Luck - S |
The Scieleson is Sciel's default weapon, and is her best weapon in the early game thanks to its B Scaling in Agility and C Scaling in Luck, which are Sciel's main stats. While it has no passive skills, its strong scaling and Power more than make up for it.
Once you get to Act 2, replace Sciel's weapon with the Rangeson to give Sciel some survivability with its Level 4 Passive skill, as well as reducing the cost of healing Skills when it reaches Level 10. This turns Sciel into more of a Support character that can still deal damage.
Once in Act 3, Charnon will be your best weapon, giving Sciel more damage and Foretell consistency because of guaranteed crits during the Twilight State. The ramping up increased damage is also great as long as you don't get hit.
| Weapon | Details |
|---|---|
| Lusteson | Lusteson is a great alternative weapon in Act 2 with a C sacling in Agility and B in Vitality. This weapon turns Sciel into mroe of a Main DPS thanks to its ability to add Mark on the enemy, as well as the ability to transfer Foretell when an enemy dies. |
| Skills | ||
|---|---|---|
| Act 1 | ||
|
Focused Foretell Deals medium single target Physical damage. 1 hit. Appplies 2 Foretell. Applies 3 additional Foretell if target has 0 Foretell. Marking Card Deals medium single target Dark damage. 2 hits. Applies Mark to the target. Applies 3 Foretell. Spectral Sweep Deals medium single target damage. 2 to 6 hits. Uses weapon's element. Applies 1 Foretell per hit. Critical Hits apply an additional Foretell. Twilight Slash Deals low single target Dark damage. 1 hit. Consumes all Foretell to deal additional damage. Phantom Blade Deals high single target Dark damage. 1 hit. Consumes all Foretell to deal additional damage. Can Break. Sealed Fate Deals high single target damage. 5-7 hits. Uses Weapon's element. Each hit can consume 1 Foretell to deal 200% more damage. Critical Hits don't remove the Foretell but still gets the damage increase. |
||
| Act 2 | ||
|
Focused Foretell Deals medium single target Physical damage. 1 hit. Appplies 2 Foretell. Applies 3 additional Foretell if target has 0 Foretell. Marking Card Deals medium single target Dark damage. 2 hits. Applies Mark to the target. Applies 3 Foretell. Twilight Slash Deals low single target Dark damage. 1 hit. Consumes all Foretell to deal additional damage. Sealed Fate Deals high single target damage. 5-7 hits. Uses Weapon's element. Each hit can consume 1 Foretell to deal 200% more damage. Critical Hits don't remove the Foretell but still gets the damage increase. Grim Harvest Deals medium single target Dark damage. 1 hit. Heals all allies by 30% Health. Consumes Foretell to increase Heal by 5% per Foretell. Plentiful Harvest Deals medium single target Physical damage. 2 hits. Consumes all Foretell on a target and gives 1 AP to a party member for each Foretell consumed. |
||
| Act 3 | ||
|
Twilight Dance Deals extreme single target Dark damage. 4 hits. During Twilight, extends Twilight duration by 1 turn. Consumes all Foretell to deal additional damage. Sealed Fate Deals high single target damage. 5-7 hits. Uses Weapon's element. Each hit can consume 1 Foretell to deal 200% more damage. Critical Hits don't remove the Foretell but still gets the damage increase. Final Path Deals extreme single target Dark damage and applies 10 Foretell. 1 hit. Can Break. Intervention Targeted ally plays immediately and gains 4 AP. Fortune's Fury Targeted ally deals double damage for 1 turn. Plentiful Harvest Deals medium single target Physical damage. 2 hits. Consumes all Foretell on a target and gives 1 AP to a party member for each Foretell consumed. |
||
In the early game, Focused Foretell, Marking Card, and Spectral Sweep will be your main sources of Foretell, with Marking Card also applying mark on enemies. Twilight Slash, Phantom Blade, and Sealed Fate, on the other hand, will be your main sources of damage, quickly whittling down the enemy HP.
Once you reach the mid game in Act 2, you can replace Spectral Sweep with Grim Harvest and Phantom Blade with Plentiful Harvest to increase Sciel's support capabilities. Grim Harvest provides team wide healing while Plentiful Harvest provides AP, both of which scale based off of the enemy's Foretell stacks.
In Act 3, you'll be replacing a lot of your moves for more support and damage ones. Fortune's Fury will be your main support skill, doubling the damage of whichever ally you select. This is great for burst characters like Maelle, especially when combined with Marking Card. Intervention also allows an ally to take an immediate turn and gives them AP which can help in certain scenarios. Plentiful Harvest will help with your AP needs.
As for damage, Final Path and Twilight Dance will be your main sources of huge damage. Sealed Fate is also a great damaging skill when paired with the Charnon weapon because of the crit guarantee. This means you'll almost always have the damage increase on Sealed Fate's hits.
| Pictos |
Breaker 25% increased Break damage. Critical Moment 50% increased Critical Chance if Health is below 30%. Critical Burn 25% increased Critical Chance on Burning enemies. |
||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Luminas | |||||||||||
|
Critical Burn Critical Burn 25% increased Critical Chance on Burning enemies. Dead Energy II Dead Energy II +3 AP on killing an enemy. Exposing Attack Exposing Attack Base Attack applies Defenceless for 1 turn. |
Marking Shots Marking Shots 20% chance to apply Mark on Free Aim shot. Staggering Attack Staggering Attack 50% increased Break damage on Base Attack. |
||||||||||
| Total Lumina Point Cost: | 21 | ||||||||||
Sciel's equipped Pictos give her a lot of Speed and Critical Rate, allowing her to act and hit Critical attacks more. Additionally, the effects of the Pictos give her even more Critical Chance once conditions are met, such as when she is at low health (Critical Moment) or when enemies are burning (Critical Burn).
Additionally, the equipped Luminas give her numerous helpful buffs, such as AP recovery whenever she defeats or breaks an enemy, as well as increased AP at battle start. This allows her to set up her combos without fear of lacking AP. The Luminas also gives her some damaging buffs, as well as emergency survivability in the form of SOS Shell.
| Pictos |
Breaking Counter 50% increased Break damage on Counterattack. Accelerating Heal Healing an ally also applies Rush for 1 turn. Breaking Shots 50% increased Break damage with Free Aim Shots. |
||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Luminas | |||||||||||
|
Critical Burn Critical Burn 25% increased Critical Chance on Burning enemies. Dead Energy II Dead Energy II +3 AP on killing an enemy. Dodger Dodger Gain 1 AP on Perfect Dodge. Once per turn. Energising Parry Energising Parry +1 AP on successful Parry. Energising Start II Energising Start II +1 AP on battle start. |
Healing Parry Healing Parry Recover 3% Health on Parry. Recovery Recovery Recovers 10% Health on turn start. Staggering Attack Staggering Attack 50% increased Break damage on Base Attack. Sweet Kill Sweet Kill Recover 50% Health on killing an enemy. |
||||||||||
| Total Lumina Point Cost: | 55 | ||||||||||
Sciel's mid game Pictos primarily give her Speed and Critical Rate, giving her more actions and damage. Additionally, Acelerating Heal synergizes well with Grim Harvest, which lets her apply Rush to everyone in the team.
The Luminas serve to give Sciel more AP when performing certain actions, as well as give her some survivability and damage.
| Pictos |
Immaculate 30% increased damage until a hit is received. Glass Canon Deal 25% more damage, but take 25% more damage. Inverted Affinity Apply Inverted on self for 3 turns on battle start. 50% increased damage while Inverted. |
||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Luminas | |||||||||||
|
Augmented Counter III Augmented Counter III 75% increased Counterattack damage. Auto Rush Auto Rush Apply Rush for 3 turns on battle start. Critical Burn Critical Burn 25% increased Critical Chance on Burning enemies. Teamwork Teamwork 10% increased damage while all allies are alive. Roulette Roulette Every hit has a 50% chance to deal either 50% or 200% of its damage. Empowering Parry Empowering Parry Each successful Parry increases damage by 5% until end of the following turn. Taking any damage removes this buff. Energy Master Energy Master Every AP gain is increased by 1. Energising Parry Energising Parry +1 AP on successful Parry. Energising Turn Energising Turn +1 AP on turn start. Burn Affinity Burn Affinity 25% increased damage on Burning Targets. |
First Strike First Strike Play first. Tainted Tainted 15% increased damage for each Status Effect on self. Full Strength Full Strength 25% increased damage on full Health. Painted Power Painted Power Damage can exceed 9,999. Recovery Recovery Recovers 10% Health on turn start. Cheater Cheater Always play twice in a row. Solidifying Solidifying +2 Shields when the character's Health falls below 50%. Once per battle. Sweet Kill Sweet Kill Recover 50% Health on killing an enemy. Warming Up Warming Up 5% increased damage per turn. Can stack up to 5 times. Second Chance Second Chance Revive with 100% Health. Once per battle. |
||||||||||
| Total Lumina Point Cost: | 282 | ||||||||||
In the late game, giving Sciel as much damage and offensive stats along with speed is important especially when you want to apply Fortune's Fury. Cheater also helps as it gives her an extra turn to buff herself or her allies. The rest of her Luminas can be centered around increasing her damage, survivability, and AP recovery.
| Support | Main DPS | Sub-DPS |
|---|---|---|
Lune
|
Sciel
|
Maelle
|
Sciel serves as the main damage dealer in this party, applying Foretell stacks on enemies before detonating them with her Moon skills. Maelle will serve as the sub-DPS, dealing damage to enemies whenever Sciel applies a Mark on them. If you built Lune as a support, she can be the healer via her Healing Light skill and debuffing enemies with Slow and Burns.
When selecting your party, make sure to pick Lune first, then Sciel, and finally Maelle. This will be the initial turn order whenever you ambush enemies. Lune will apply debuffs like Burn on the enemy, while Sciel stacks her Foretell on them. Maelle can then take advantage of the Burning enemies to perform her own combos.
| Support | Main DPS | Sub-DPS |
|---|---|---|
Sciel
|
Maelle
|
Verso
|
In this party, Sciel serves as the Support, providing healing and AP recovery to the party and debuffs via her Marks. Verso serves as the sub-DPS, providing buffs with Powerful while still dealing good damage. Maelle is the party's main source of damage thanks to her Virtuose attacks.
Apply Mark on enemies with Verso and Sciel's skills, while buffing Maelle as much as possible. Maelle can then detonate the Marks and deal huge amounts of damage on the enemy. You can also choose to replace Verso with Monoco, as some of his skills can help Break enemies and add marks to them as well.
| How to Play Sciel |
|---|
|
|

Alternating between her Sun and Moon skills is the most important part of Sciel's kit as her damage comes from the proper application and consumption of her Foretell stacks.
Use her Sun Skills first to apply Foretell stacks on the enemy and get Sun charges. Once the Foretell stacks are maxed, or if you need a lot of AP, use a Moon Skill to consume the Foretell stacks, deal a lot of damage, and recover AP.

To maximize your Moon Skills, make sure to keep track of an enemy's Foretell Stacks by highlighting them. This prevents any accidents where you accidentally use a Moon Skill on an enemy without any Foretell stacks, or a Sun Skill on one with the maximum amount.

Once you get at least one Sun and one Moon charge, Sciel will enter the Twilight state. While in the Twilight State, she will deal 50% more damage and apply twice the amount of Foretell stacks per Sun Skill. Additionally, the max amount of Foretell Stacks that enemies can have will double.
Use your Sun and Moon skills with low AP costs while outside of the Twilight state to gather up AP. Once Sciel enters the Twilight State, use your saved-up AP to cast your more powerful Skills.
※ Select the search criteria below and press the Search button to filter the data.
| Skill | Details |
|---|---|
| Twilight Slash | Skill Effect: Deals low single target Dark damage. 1 hit. Consumes all Foretell to deal additional damage. Special Mechanic: Adds 1 Moon Charge Cost: 0SP | 2AP |
| Focused Foretell | Skill Effect: Deals medium single target Physical damage. 1 hit. Appplies 2 Foretell. Applies 3 additional Foretell if target has 0 Foretell. Special Mechanic: Adds 1 Sun Charge Cost: 0SP | 2AP |
| Phantom Blade | Skill Effect: Deals high single target Dark damage. 1 hit. Consumes all Foretell to deal additional damage. Can Break. Special Mechanic: Adds 1 Moon and 1 Sun Charge Cost: 2SP | 5AP |
| Harvest | Skill Effect: Deals medium single target damage. 1 hit. Uses weapon's element. Heals self by 40% Health. Consumes all Foretell to increase Heal by 5% per Foretell. Special Mechanic: Adds 1 Moon Charge Cost: 1SP | 3AP |
| Sealed Fate | Skill Effect: Deals high single target damage. 5-7 hits. Uses Weapon's element. Each hit can consume 1 Foretell to deal 200% more damage. Critical Hits don't remove the Foretell but still gets the damage increase. Special Mechanic: Adds 1 Moon Charge Cost: 4SP | 4AP |
| Grim Harvest | Skill Effect: Deals medium single target Dark damage. 1 hit. Heals all allies by 30% Health. Consumes Foretell to increase Heal by 5% per Foretell. Special Mechanic: Adds 1 Moon Charge Cost: 6SP | 5AP |
| Searing Bond | Skill Effect: Deals medium single target Dark damage. 1 hit. Applies 5 Foretell. Also deals damage and applies Foretell to every other Burning enemies. Special Mechanic: Adds 1 Sun Charge Cost: 2SP | 4AP |
| Firing Shadow | Skill Effect: Deals low Dark damage to all enemies. 3 hits. Consumes 1 Foretell per hit for increased damage. Special Mechanic: Adds 1 Moon Charge Cost: 2SP | 3AP |
| Fortune's Fury | Skill Effect: Targeted ally deals double damage for 1 turn. Special Mechanic: Adds 1 Sun Charge Cost: 6SP | 5AP |
| Our Sacrifice | Skill Effect: Deals extreme Dark damage to all enemies. 1 hit. Absorbs allies' Health and enemies' Foretell to deal increased damage. Special Mechanic: Adds 1 Sun Charge Cost: 8SP | 4AP |
| Twilight Dance | Skill Effect: Deals extreme single target Dark damage. 4 hits. During Twilight, extends Twilight duration by 1 turn. Consumes all Foretell to deal additional damage. Special Mechanic: Adds 1 Moon Charge Cost: 10SP | 9AP |
| Plentiful Harvest | Skill Effect: Deals medium single target Physical damage. 2 hits. Consumes all Foretell on a target and gives 1 AP to a party member for each Foretell consumed. Special Mechanic: Adds 1 Moon Charge Cost: 4SP | 4AP |
| Final Path | Skill Effect: Deals extreme single target Dark damage and applies 10 Foretell. 1 hit. Can Break. Special Mechanic: Adds 1 Sun Charge Cost: 10SP | 9AP |
| Dark Wave | Skill Effect: Deals high Dark damage to all enemies. 3 hits. Consumes all Foretell for increased damage. Special Mechanic: Adds 1 Moon Charge Cost: 10SP | 6AP |
| Marking Card | Skill Effect: Deals medium single target Dark damage. 2 hits. Applies Mark to the target. Applies 3 Foretell. Special Mechanic: Adds 1 Sun Charge Cost: 2SP | 3AP |
| Rush | Skill Effect: Applies Rush to 1-3 allies, increasing their speed for 3 turns. Special Mechanic: Adds 1 Sun Charge Cost: 1SP | 3AP |
| Bad Omen | Skill Effect: Deals low Dark damage to all enemies. 2 hits. Applies 2 Foretell per hit. Special Mechanic: Adds 1 Moon Charge Cost: 4SP | 3AP |
| Spectral Sweep | Skill Effect: Deals medium single target damage. 2 to 6 hits. Uses weapon's element. Applies 1 Foretell per hit. Critical Hits apply an additional Foretell. Special Mechanic: Adds 1 Sun Charge Cost: 2SP | 7AP |
| Delaying Slash | Skill Effect: Deals medium single target damage. 2 hits. Uses weapon's element. Consumes Foretell to increase damage and delay target's turn. Special Mechanic: Adds 1 Moon Charge Cost: 6SP | 5AP |
| Dark Cleansing | Skill Effect: Cleanses an ally of their Status Effects and propagates the target's buff to all allies. Special Mechanic: Adds 1 Moon Charge Cost: 2SP | 0AP |
| Card Weaver | Skill Effect: Deals low single target Physical damage. 1 hit. Propagates target's Foretell to all enemies. Plays a second turn. Special Mechanic: Adds 1 Sun Charge Cost: 4SP | 3AP |
| All Set | Skill Effect: Applies Shell, Powerful, and Rush to all allies. Special Mechanic: Adds 1 Sun Charge Cost: 6SP | 6AP |
| Intervention | Skill Effect: Targeted ally plays immediately and gains 4 AP. Special Mechanic: Adds 1 Moon Charge Cost: 6SP | 5AP |
| Shadow Bringer | Skill Effect: Deals high single target Dark damage to random enemies. 10 hits. Applies 1 Foretell per hit. Special Mechanic: Adds 1 Sun Charge Cost: 1GC |
| Doom | Skill Effect: Deals very high single target Dark damage. 3 hits. Applies Powerless, Defenceless, and Slow for 3 turns. Can Break. Special Mechanic: Adds 1 Moon Charge Cost: 2GC |
| End Slice | Skill Effect: Deals extreme single target Physical damage. 1 hit. Damage is increased for each Foretell consumed since the beginning of the battle. Special Mechanic: Adds 1 Moon Charge Cost: 3GC |
| Gradient Attack | Details |
|---|---|
| Shadow Bringer | Skill Effect: Deals high single target Dark damage to random enemies. 10 hits. Applies 1 Foretell per hit. Cost: 1GC |
| Doom | Skill Effect: Deals very high single target Dark damage. 3 hits. Applies Powerless, Defenceless, and Slow for 3 turns. Can Break. Cost: 2GC |
| End Slice | Skill Effect: Deals extreme single target Physical damage. 1 hit. Damage is increased for each Foretell consumed since the beginning of the battle. Cost: 3GC |
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|
| Weapon | Scieleson |
|---|---|
| Background | A calm, cheerful warrior. Once a farmer and now a teacher, Sciel embraces every day with joy, masking the pain of a tragic past. |
| Voice Actors | EN: Shala Nyx French: Sarah Cornibert |
|---|

| All Playable Clair Obscur Characters | ||
|---|---|---|
Gustave
|
Maelle
|
Lune
|
Sciel |
Monoco
|
Verso
|
| All Special Clair Obscur Characters | |
|---|---|
Esquie
|
- |
What a ridiculous guide -- your act 3 recommendation (act 3 starting around level 30-50) of a weapon is something locked away in a level 90 area.
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LMAO level 90? For reniors drafts? No fucking way dude. You don't need to kill the bosses to get it, so level 60 should be fine if you don't suck.