Passive Effect
Clarina has a Crimson Charge gauge.
Using her Standard Skill or her Dodge-shot gives her Crimson Charge.
Crimson Charge is used for her Ultimate.
The max Crimson Charge is 120.
If she has a Kinetic weapon (i.e. hopefully always), then each time Clarina is healed, for each 10 HP Clarina gets when healed, she gets +1 Max HP, up to 3,000 max.
Clarina loses 30% of this bonux Max HP each second.
For each 100 bonus Max HP Clarina has, she gets Skill DMG +8%.
(Yes, it says "Final Active Skill DMG, but note that all of Clarina's skills are Active...)
At the max of +3,000 Max HP, this would give Clarina +240% Skill DMG.
Maxing Clarina's Deiwos requires 9,000 healing per second, meaning this is not feasible during normal gameplay.
For more on this, see the later section "Deiwos and Passive Effect", as this passive is actually one of Clarina's most important features.
Standard Skill / Dodge
Clarina's Standard Skill and Dodge causes her to "twirl forwards" (yes that's an actual quote from the skill description) - essentially a quick dash.
Her Standard Skill isn't a dodge - she can't be interrupted during it, but can still take damage. Her dodge still functions as a dodge.
This tiwling dodge does replace her regular dodge, meaning that Clarina can't just easily/quickly dodge-cancel out of the way of certain things like other operatives can.
With Clarina, if you dodge then you either dodge and commit to the 15 rounds burst fire or you dodge and wait until she has stopped moving before you can act.
Both of these take more time than other operatives standard dodges.
During both her dodge and her Standard Skill Clarina summons 3 Bats that fly towards the target enemy. Each Bat that hits grants her 3 Crimson Charge (so 9 total)
When Clarina uses her Standard Skill or her Dodge, she has a timer appear on-screen.
Shooting during the center section of this timer will cause Clarina to twirl in the target direction and quickly unload 15 rounds at the target which doesn't deplete her magazine.
Shooting when the timer isn't in the center section won't activate the effect, but it won't cancel the timer either, so you can just spam click to activate it as soon as possible.
Since most of Clarina's rotation is spamming her standard skill, this translates to a lot of clicking, which can make Clarina annoying to play over long periods.
Dodge: The effect will recover 1 U-Energy, 5 S-Energy, and 6 Crimson Charge, and will also heal Clarina for a fixed amount.
This healing is 27* Clarina's Level + 216 = 2,376 at max level
Each shot does also deal AoE Kinetic DMG around the target.
This does count as Standard Skill DMG, and does also count as a Standard Skill use, but doesn't count as a shot or hit.
This means "on-hit" effects like Tess - Phantasia don't affect Clarina, which does limit her pool of viable support operatives.
Standard Skill: Each bullet will recover 0.2 U-Energy, 1 S-Energy, and 1 Crimson Charge, and will also heal Clarina for a fixed amount.
This healing is 3x Clarina's Level +24. This is unaffected by any +Healing modifiers, but does count as healing.
At Max level this is 264 HP per round. Over 15 rounds this is 15*264 = 3,960 HP.
This does count as Standard Skill DMG as you'd expect, but again it doesn't count as a Standard Skill hit or shot hit.
This means "on-hit" effects like Tess - Phantasia don't affect Clarina, which does limit her pool of viable support operatives.
Note that Clarina's dodge-shot only deals around 50% of the damage of her Standard Skill, and only generates a max of 15 Crimson Charge, meaning Clarina should ideally never use her dodge-shot, as it deals less damage and reduces the frequency of her ult (which is where most of her damage is).
Note that both of these effects (her Standard Skill and her dodge-shot) have auto-aim, which is actually more of a pseudo-auto-lock-on - you can still miss with her skill, but given the auto-lock-on and the skills extreme rate of fire it's very unlikely, and chances are that you'll hit all her bullets basically every time. Still not guaranteed though.
Most notably, Clarina's bullets can still be blocked by terrain.
Note that using her Standard Skill and dodge causes Clarina to lose 20% of her current HP.
When below 20% of her max HP, she doesn't lose any HP, but her standard skill and dodge deal less damage.
Clarina thus loses more HP the more HP she has, whereas her healing is fixed.
This means Clarina tends to gain a lot of HP when low on HP, and tends to on-average lose a little HP when her HP is full.
Mathematically, with no external healing, Clarina's Standard Skill healing of 3,960 means that Clarina's HP will asymptote to 19,800 whilst she is spamming her Standard Skill.
If she has more HP than that, she will lose HP.
If she has less HP than that, she will gain HP.
If you just spam her Standard Skill, her HP will oscillate around that number.
At Lvl.80, Clarina has a max base HP of 22,911, which after factoring in her Logistics bonus puts her at 27,493 HP, which is very low, especially for a main DPS.
With maxed Manifestations, Clarina has a max HP of 28,867, which is again, quite low for a main DPS.
Clarina does gain Max HP from her Deiwos, but overall her HP is still quite low.
Despite this, at Lvl.80 Clarina has a base DEF of 1,272, which is very high. With the 20% Logistics bonus, Clarina has 1,526 DEF, which is extremely high.
As such, Clarina tends to have low-ish HP but high DEF.
Her high DEF combined with her self-healing does make her much more bulky than a typical operative.
Having to rely on her high DEF and the average of her self-healing does make Clarina very vulnerable to effects that reduce DEF and/or self-healing.
Having either such effect can be a huge nerf to Clarina's survivability.
Note that some effects that reduce how much healing Clarina gains can cause her HP to drop quite quickly by using her standard skill, leading to extremely low survivability.
Ultimate Skill
Clarina deploys her parasol to fire shots at the target that each use 24 Crimson Charge.
Given that Clarina has a max of 120 Crimson Charge, at max she can fire 5 shots.
Since the 4th shots deal more damage than the first 3, and the 5th even more damage still, you want to only ever use Clarina's ult when she has max Crimson Charge.
Most of Clarina's damage comes from her ult.
Also, yes, her max Crimson Charge is 120, and she gains 3*3=9 from using her skill and another 15 for each shot that hits, meaning that her standard skill gives her 24 Crimson Charge, which is exactly enough for 1 shot of her ult.
As such, you can use her standard skill 5 times and you'll have enough to have her Crimson Charge maxed so she can ult with max charge.
This is Clarina's standard rotation - 5 standard shots and then her ult.
This does also mean that missing even 1 single bullet from any of her standard skill uses does mean you'll have to use her standard skill a 6th time to get to max, reducing her dps quite a lot as most of Clarina's damage is in her ult.
Clarina is completely immobile whilst shooting her ult.
She can turn freely, she just can't move.
You can dodge to exit her ult early, but again - her dodge is slower to get back into the action when compared to other operatives standard dodges.
Clarina also can't be interrupted whilst shooting her ult.
Much like Bubu - The Geomancer, holding down a movement key will cause Clarina to dart in the indicated direction after each shot of her ult, but the overall mobility that gives is still terrible.
Clarina's ult does have a little bit of auto-aim, so her aim is easier to control during her ult than Bubu, but it's still entirely possible to miss or have her shot be blocked by terrain.
Each shot also heals Clarina by 25x Clarina's Lvl + 198 = 2,198
This gives 10,990 healing over the max of 5 shots.
With M4, this is increased to 27.5x +220, which gives a total of 5* 2,420 = 12,100
This sounds like a lot, but given that Clarina is completely immobile during her ult, she does really want some healing to counter the fact that she'll probably take some damage during her ult, as she's unable to move out of the way of enemy attacks.
Factoring in her Ult, Clarina does do a lot of net healing to herself, but again, that she must be stationary whilst using her Ult does make her liable to taking lots of damage too, so how much survivability she has depends largely on how much damage she is likely to take during her ult, which depends on who/what you're fighting.
Support Skill
Clarina deals Kinetic damage as well as a 3s AoE stun., but like most Main-DPS-ers you really don't want to use her as a support operative.
A Note on Shooting
Note that Clarina should ideally never use her gun at all - If played properly, Clarina should never do any damage outside of her Standard Skill and Ult.
Further note that many of Clarina's passive effects (notably her M1, M5, logistics 3/3 bonus, and the buffs from her 4* event and her 5* weapon) are all effects that you can generally maintain 100% uptime on by doing Clarina's standard damage rotation [above], however literally none of these effects are proc'd by Clarina using her gun.
As such, Clarina shooting her gun doesn't trigger any of these buffs. Given how short these buffs are, Clarina using her gun means she will lose all of these damage buffs, leading to a massive loss of damage for her.
This is on top of the fact her gun is basically unbuffed and very weak to begin with anyway, and can't be buffed by all of the normal buffs you'd want to give Clarina (Skill DMG), which means her gun deals basically no damage.
Again - Do not shoot things with Clarina.
Deiwos and Passive Effect
Clarina's Deiwos gives her +1 Bonus Max HP for each 10 HP she has restored via any means (*cough* Eatchel *cough*)
For each 100 Bonus Max HP she has from this effect, she gets +10% Final Active Skill DMG.
She loses 30% of this Bonus Max HP each second.
The huge 30% loss/s makes high Bonus HP amounts difficult to sustain, but Clarina restores so much HP that getting decent Skill DMG bonuses from it isn't that hard.
The bonus damage from being healed makes Eatchel and QQ much more attractive as support operatives.
Doing the maths, if Clarina did have 3000 bonus Max HP, then she would lose 30% of that = 900 per second, meaning she'd need to gain 900 bonus Max HP to sustain the max bonus of her Deiwos. Since she gains 1 bonus Max HP per 10 healing received, to maintain her max Deiwos bonus Clarina needs to receive 9,000 healing per second.
This is not feasible for standard gameplay.
...which is probably for the best, as 3000 bonus Max HP would give Clarina a colossally gargantuan +300% Final Active Skill DMG increase.
That wouldn't even be powercreep, it would just be Clarina being the meta and every other main DPS going and sitting in the corner until Clarina got nerfed.
(On the plus side, the other girls would probably have some fun poking fun at how far Jade Arc has been eclipsed on the DPS ladder.)
Regardless, Clarina can't sustain her max Deiwos bonus, even with Eatchel's help.
Mathematically, Clarina's Skill DMG bonus will asymptote towards (Healing/s * 0.03)
With Eatchel at high investment, you should expect to be able to sustain around +65-75% Skill DMG from Clarina's and Eatchel's healing.
With Eatchel and Clarina at max investment, I calculated Clarina's Deiwos should average 80.3% Final Skill DMG bonus.
Note the use of the term average in that statement.
(Also I don't have an Eatchel at max investment, so I don't know what exactly her maxed ATK is- If anybody does have a stat-perfect Eatchel do feel free to let me know.)
It's a strong bonus... but Clarina was designed and balanced around having this bonus at a reasonable level, so whilst it is a large bonus it doesn't make her overpowered.
Instead, what you really need to consider is how much Eatchel provides to Clarina on her own - as Clarina will always get the bonus she gives herself.
If your Eatchel+Blitzing Fangs provides, say for example 500 HP/s, then Eatchel will be able to provide Clarina with an extra 15% Final Skill DMG.
15% is quite good just from Eatchel's healing (as that's ignoring Blitzing Fangs' actual ATK boost - +1,080 ATK for T1 and +1,800 ATK for T2).
Eatchel thus provides a strong ATK boost, as well as a good Final Skill DMG boost, which have perfect 100% uptime.
Similarly, the max bonus of 3000 Max HP isn't that much, meaning that even if places like Paradoxical Labyrinth - Battlefield Sigma, Clarina can't just scale her damage infinitely by having stupidly high healing - whilst the limit is high, there is still a limit.