Clarina's Standard Skill and Dodge causes her to "twirl forwards" (yes that's an actual quote from the skill description, and I love it) - 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 twirling 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 bullets 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.
HP Loss, Gain, and Average HP
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.