To learn more about Diting check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Diting check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
13372
10111 + 3261
824
613 + 211
1719
1195 + 524
130
118 + 12
18%
10% + 8%
182%
150% + 32%
0%
0% + 0%
0%
0% + 0%
Diting skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Rapid Fire
Cooldown: 0
Tags: Vulnerable, Single DMG
Diting takes aim and shoots a single enemy, dealing 260% damage with a 40% chance to inflict a 2-turn [Vulnerable].
Level 2: Increases damage multiplier to 240%.
Level 3: Increases the chance of inflicting [Vulnerable] damage to 40%.
Level 4: Increases damage multiplier to 260%.
Level 5: Increases the duration of [Vulnerable] to 2 turn(s).
[Vulnerable]: Increases DMG Taken by 30%.
Exclusive Mark
Cooldown: 0
Tags: PASSIVE
At the start of the turn, if not incapacitated, Diting marks the enemy with the lowest HP percentage, increasing his CRIT Rate against them by 60% for this turn; Diting's excess CRIT Rate is converted to CRIT DMG at a ratio of 150%.
Level 2: Increases CRIT Rate boost effect to 50%.
Level 3: Increases CRIT DMG conversion effect to 120%.
Level 4: Increases CRIT Rate boost effect to 60%.
Level 5: Increases CRIT DMG conversion effect to 150%.
Power Shot
Cooldown: 3
Tags: Single DMG, Follow-up ATK
Diting snipes a single target, dealing 450% damage: when attacking a marked target, he performs 1 extra attacks once with [Rapid Fire].
Level 2: Increases the chance of Follow-up Attack to 80%.
Level 3: Increases damage multiplier to 450%.
Level 4: Increases the chance of Follow-up Attack to 100%.
Level 5: Reduces Skill CD by 1 turn(s).
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
CRIT Rate +8%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
CRIT DMG +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
‘The early game stomper‘ - really is one of the best ways to describe Diting. In terms of pure ST damage, Diting’s 1 turn damage potential is second to none, and with skill levels, his CD on his nuke is mercifully low, giving him some great potential even as a sustain DPS, but only in the proper teams and content.
Most important of all, Diting’s S2 is an extremely powerful passive, marking the lowest HP% target every time he takes his turn, and giving him (and him only!) a gigantic increase in Crit Rate against that target and converting all his Crit Rate that is above 100% into Crit Damage, at a rate of 1 to 1.5. This means that every 10% of Crit Rate above the cap, directly adds 15% of Crit Damage to his attacks. This skill alone makes starting with Diting a breeze as his passive is even better than a constant [Crit Rate+] to compensate for lacking gear, but it also means that any Crit Rate main Core is of great value, since it does not lead to a strict DPS loss.
Diting’s S3 is a very simple nuke, with the extra effect of ensuring a Follow-Up Attack (FUA) with his S1 against his target. The randomness of the effect can be removed by leveling the Skill, cementing his position as a formidable and reliable Damage Dealer.
After such high praises, his S1 may seem a little unremarkable, however this straightforward attack comes with one of the most powerful debuffs in the game: [Vulnerable]. This debuff increases Damage taken by the afflicted enemy by 30% from all sources (except fixed damage, like DoTs or Celince’s reflect).
For PVE, you are looking at a monster of an Animus, capable of farming both Terrormaton and Aurora thanks to his Disorder Affinity, while also proving to be one of the fastest Shell Boss killer. If the goal is to defeat one enemy, Diting is by default an option you should strongly consider. Still remain careful, as some fights (like Anysinc Borgne) completely prevent Crits unless some conditions are met, entirely neutralizing diting’s hyper specialized kit.
For PVP, Diting is a bit harder to use: Yes, he can one-shot enemies; however, your opponent can easily control him or bring multiple threats, in which case Diting may struggle if you’re counting only on him. Viper is also a noteworthy mention, as he weakens all forms of Crit Damage.
Crazy high ST Damage for a SR.
Extremely easy to build thanks to built-in Crit Rate and Crit Damage.
Disorder Affinity lets him perform pretty much everywhere.
Very Skill Level hungry, you ideally want to raise all of his skills, especially S2 and S3.
Clearing waves of enemies can be painfully slow, which forces a different approach to team building with multiple stalling and Turn meter boosting options.
Diting is a Glass Cannon - he hits hard and fast, but he can also get killed in one move by strong Bosses.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
For some DPS characters, we're showing two set of numbers. The top one on shows the performance in single-target scenario and the bottom on blue background in AoE scenario (4 targets). If there's just one number, it means the character only has single-target capability.
100%
After the main body acts, it performs a [Follow-up Attack] on the primary target, dealing 2 instances of 110% damage each. If a [CRIT] occurs, it increases the main body Animus’s [CRIT DMG] by 6%, up to a maximum of 10 stacks.
Consistent and often best in slot option for most DPS characters when it comes to raw damage output in single target and often cases AoE. Deals 2 sizable hits on a 3 turn cooldown and grants a relatively quickly stacking buff amounting to 60% CRIT DMG once fully charged. Also has more flexible DPS matrixes than other options thanks to it possessing 12P Swiftrush.
Diting can use other Shells but White Fang comes out ahead of them thanks to its incredibly high multipliers, great matricies, stacking CRIT DMG and the fact its damage works with his passive. The main draw to using alternatives is accessing matrix sets White Fang doesn't have - like Battlewill.
Best Module Sets:
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
At the start of the battle, puts the owner Animus in a 1-turn [Void] state; afterward, for every 4 turn(s), enters a 2-turn [Void] state after the turn ends and increases ATK by 10%.
A PVP-focused defensive option for DPS characters, allowing them to enter the Void state at the start of battle, increasing their Effect Resistance by 60%, reducing the area DMG they take by 50%, and also making them un-targettable for its duration.
Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.
135.32%
6 debuffs6/12: CRIT Rate +12%
12/12: CRIT Rate +12%. When attacking, for each debuff or control effect on the target, DMG increases by 6%, up to 36%.
Strongest Pure DPS 12P set for most characters, offering a maximum of 36% increased damage while the target has 6 debuffs. Not easy to build up to or maximize the full effect. The set does not boost Shell damage. Only better than Keeneye at high Debuff amounts.
124.14%
6/12: CRIT DMG +18%
12/12: CRIT DMG +18%. The first three instances of damage dealt by Animus during the turn increase by 25%, 15%, and 5% respectively.
A strong but character-dependent 12P DPS option. Grants a diminishing DMG% boost to attacks that is most powerful for single-hit abilities and weaker on characters with many multi-hit abilities. The boost does not apply to FuA or Shells. The majority of Diting's damage is all single hit outside of the follow-up attack from his ultimate, creating an almost perfect scenario for the Keeneye set. If you aren't able to inflict many debuffs on enemies this set is his best in slot, if you are able to inflict a lot, Momentum is able to beat it.
119.98%
3 debuffs6/12: CRIT Rate +12%
12/12: CRIT Rate +12%. When attacking, for each debuff or control effect on the target, DMG increases by 6%, up to 36%.
117.06%
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
A solid option for DPS characters planning to fight in extended battles or who value taking initiative in the initial turn order. Loses value when damage dealers are able to rely on their teammates for gauge boosting instead of their own Speed. This set should only be used if you are planning on looping on Diting multiple times and other teammates aren't covering his Speed requirements already.
116.25%
4/12: ATK +10%
8/12: ATK +25%
12/12: ATK +45%
Generic DPS option for ATK scalers. Loses out to more specialised options, but is accessible.
116.04%
4/8: ATK +10%
8/8: ATK +10%. When an Animus lands a CRIT, the DMG result of that his increases by an additional 12%.
Go-to best option for most ATK + CRIT-based DPS characters when maximising raw damage output, thanks to its 12% DMG increase for the wearer (and their Shells) critical strikes.
114.32%
4/8: ATK +10%
8/8: ATK +10%. After the Animus uses an attack skill, there is a 20% chance to launch Follow-up Attack on the main target.
Grants all offensive actions a 20% chance to cause the wearer to use their Basic ATK. Most powerful in single-target scenarios and on characters with potent Basic Attacks that have passive effects tied to them.
111.19%
4/8: ATK +10%
8/8: ATK +10%. When Attacking, if the target's HP is above 50%, additionally ignore 30% of their DEF.
A solid alternative to Fury and other DPS 8P sets in teams that do not have access to [-DEF]. In these teams, it will perform above its listing, giving it a chance to compete with and outperform other options. Gets worse the more DEF ignore and reductions you have.
109.03%
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
A solid option for DPS characters planning to fight in extended battles or who value taking initiative in the initial turn order. Loses value when damage dealers are able to rely on their teammates for gauge boosting instead of their own Speed. This set should only be used if you are planning on looping on Diting multiple times and other teammates aren't covering his Speed requirements already.
108.97%
4/12: ATK +10%
8/12: ATK +25%
12/12: ATK +45%
Generic DPS option for ATK scalers. Loses out to more specialised options, but is accessible.
114.44%
6/6: SPD +15% & ATK +20%
Best set for most ATK-based DPS thanks to it being present on most of the best DPS Shells. It loses significant value in teams where teammates can allow the DPS to run low-speed builds, making Furyedge a better choice. Best choice if your Diting's teammates aren't covering his Speed requirements already. Otherwise Furyedge is more damage.
109.78%
6/6: CRIT Rate +12% & CRIT DMG +20%
The top damage-focused option when speed isn’t a factor. In many endgame teams, the main DPS relies on their teammates to boost them, thus avoiding the need for Speed. This set pulls ahead of alternatives like Swiftraid/smite in these situations.
106.73%
6/6: SPD +15% & Effect ACC +20%
The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.
1
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
2
4/8: HP +10%
8/8: HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].
Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.
3
4/8: DEF +10%
8/8: DEF +10%. After being attacked, advances Turn Meter by 10%.
A powerful specialist option for Supports and, in some cases, DPS characters. When used in PVP, it can allow you to ‘catch up’ against teams that move before you, giving you a chance to fight back. In PvE, it can be a strong gauge boosting tool in fights against many enemies or bosses that hit your team incredibly frequently.
SPD (Until Desired) = CRIT Rate >= CRIT DMG > ATK% > Flat ATK
Diting has four stats to pay attention to across gear:
Diting's S2 and S3 are both valuable to raise. Leveling S3 first will improve Diting's consistency in fights, ensuring his Ultimate lands, it's follow-up attack is guarenteed and has a lower cooldown. S2 will raise Diting's maximum burst potential but you'll have a chance to miss the follow-up on your Ultimate.
Teams
The teams below come from our Teams database and showcase ANY team with Diting present within in all content available in the game.
Apate #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lingluo and Freya are both excellent and perform better than Sania, allowing you to more easily bring non-Hollow Units.
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