To learn more about Heinrich check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Heinrich 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.
14413
11057 + 3356
1041
810 + 231
1644
1135 + 509
137
122 + 15
18%
10% + 8%
166%
150% + 16%
12%
0% + 12%
0%
0% + 0%
Heinrich 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!
Farewell Shot
Cooldown: 0
Tags: Block, Debuff, Single DMG, Dispel
Heinrich fires the last bullet in his gun at the target, dealing 240% damage to a single enemy with a 45% chance to inflict a 1-turn [Block].
Reaper's Gaze: Each time Heinrich attacks, has a 50% chance to dispel 1 buff(s) from the target; if the target has no dispellable buffs, has a 80% chance to inflict 1 stack(s) of [Last Words] for 3 turn(s).
Level 2: Increases damage multiplier to 240%.
Level 3: Increases the chance of dispelling buffs to 50%.
Level 4: Increases the chance of inflicting [Block] to 45%.
Level 5: Increases the duration of [Last Words] to 3 turn(s).
[Block]: Target cannot gain buffs.
[Last Words]: Increases CRIT DMG Taken and the chance of taking a CRIT hit by 7%, up to 4 stacks.
Fatal Split Bullet
Cooldown: 3
Tags: Heal Block, AoE
Heinrich draws his dual pistols and shoots aimlessly, dealing 180% damage to a single enemy, then 180% damage to a random enemy, and finally 180% damage to all enemies; if the target has no buff that can be dispelled, there is a 65% chance to inflict a 2-turn [Wound].
Level 2: Increases all damage multipliers to 170%.
Level 3: Increases the chance of inflicting [Wound] to 65%.
Level 4: Increases all damage multipliers to 180%.
Level 5: Reduces Skill CD by 1 turn(s).
[Wound]: Cannot receive healing.
Inevitable Fate
Cooldown: 4
Tags: AoE, Block
Heinrich unleashes a barrage of deadly firepower accumulated in with the Reaper Coffin, dealing 3 hit(s) of 100% damage to all enemies, with the final hit having a 65% chance to inflict a 2-turn [Block]: every 1 stack(s) of [Last Words] on the target increases the skill's CRIT DMG by 30%.
Level 2: Increases damage multiplier to 100%.
Level 3: Increases the CRIT DMG boost of each [Last Words] stack to 30%.
Level 4: Increases the chance of inflicting [Block] to 65%.
Level 5: Reduces Skill CD by 1 turn(s).
[Block]: Target cannot gain buffs.
[Last Words]: Increases CRIT DMG Taken and the chance of taking a CRIT hit by 7%, up to 4 stacks.
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
Effect ACC +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
Heinrich is going to be one of the most useful and versatile characters on your account - if you manage to get him that is. He can be used in every single PVE mode, thanks to his [Disorder] element - which combined with his dispel, makes him a great pick, especially against Aurora and Terrormaton.
Heinrich’s kit revolves around blocking and dispelling buffs from the enemies with his attacks, and applying the debuff [Last Words] once there are no buffs on the enemy. That debuff is pretty unique as it acts as a DMG Taken multiplier whenever an enemy receives a critical hit, and on top of that, it boosts the Crit Rate of the attackers. So not only does he make it easier for enemies to be critically hit, but he also boosts the damage after. On top of that, with enough time to stack, the [Last Words] debuff will give a massive CRIT DMG increase on his ultimate.
When it comes to building Heinrich, you can play him either as a pure debuffer - and that makes him easy to build - or switch more into a hybrid build that improves his damage output at the cost of consistency in landing his debuffs. But keep in mind, this will require much better gear to pull off, so early on, just use him as a debuffer/dispeller.
Heinrich can be used with success in PVP too - his dispel will get rid of the pesky Immunity (and other buffs), allowing the rest of your team to easily deal with the enemies.
Rare team-wide debuffs (Buff block and Heal block),
Easy access to dispel as it's tied to his 'passive', not a specific skill,
Type neutral in PVE, so you can bring him to any content,
Decent damage output if you decide to build him more as a hybrid DPS/Debuffer.
None.
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.
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After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
A speed-based alternative for DPS characters to use instead of the mostly pure damage setups offered by Striker shells. Deals a large hit of damage, grants a 25% gauge boost, and offers the wearer the [SPD+] boost with 100% uptime on use. The downside of using this shell on DPS is that the matrixes are mostly support-focused, leading to suboptimal 12/8/6 set-ups or causing you to break sets and run 12P Swiftrush and an 8P set of your choice. Despite this downside, it can still be some characters’ top option. As with all speed-based sets on DPS, in teams that have gauge boosts for the DPS, it will lose value. Also, loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
A pure debuffer build that focuses on quickly cycling skills and reducing their cooldown with the help of Timeweave. His damage output will be lower, but he will cycle super fast.
Best Module Sets:
You can use
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
Before the owner takes action, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 50% in the current turn.
A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.
2
Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
3
When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,
The cooldown of the skill can't be reduced.
Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.
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.
1
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead.
1
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.
1
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) > Effect ACC (Until Desired) > CRIT Rate > CRIT DMG > ATK% > Flat ATK
Heinrich has four stats to pay attention to across gear:
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Heinrich synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Heinrich present within in all content available in the game.
Terrormaton Team #3
Content: Terrormaton || Team type: Generic || Time: 1-2m
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