To learn more about Hizuki Mari check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Hizuki Mari 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.
17922
12538 + 5384
1047
815 + 232
1055
755 + 300
135
123 + 12
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
Hizuki Mari 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!
Shadow Return
Cooldown: -
Tags: Single DMG, Turn Meter-
Don't get distracted, take this! Hizuki Mari deals 2 hits of 120% damage to a single enemy, with the final hit having a 40% chance to reduce the target's Turn Meter by 25%.
Level 2: Increases damage multiplier to 110%.
Level 3: Increases the chance of Turn Meter- to 40%.
Level 4: Increases damage multiplier to 120%.
Level 5: Increases the effect of Turn Meter- to 25%.
Dual Sphere
Cooldown: -
Tags: PASSIVE, ATK+, Heal-
Let's play something more thrilling! Hizuki Mari provides an aura effect: all units on the field gain 30% ATK increase, healing effects are additionally reduced by 30%, and allies can no longer receive [ATK+ ].
Level 2: ATK+ effect increased to 25%.
Level 3: Additional healing reduction effect increased to 25%.
Level 4: ATK+ effect increased to 30%.
Level 5: Additional healing reduction effect increased to 30%.
[Sphere]: While Hizuki Mari is present and alive, provides an aura that increases ATK by 30% for all units on the field, and additionally reduces all healing by 30% field-wide. Allied Animus can no longer be granted [ATK+ ]. The field-wide ATK increase effect does not apply to enemy units in PVE mode.
[ATK+]: Increases ATK by 40%.
Burst Temari
Cooldown: 4
Tags: AoE, Petrify, RES-
Let me show you real temari ball skills! Hizuki Mari strikes with her temari ball, dealing 2 hits of 150% damage to all enemies. The first attack has a 100% chance to apply [RES-] for 2 turns, and the final hit has a 60% chance to apply [Petrify] for 1 turns.
Level 2: Increases damage multiplier to 150%.
Level 3: [Petrify] application chance increases to 60%.
Level 4: [RES-] application chance increased to 100%.
Level 5: Reduces Skill CD by 1 turn(s).
[Petrify]: Target cannot take action, and the CD will not automatically reset at the end of the unit's turn.
[RES-]: Decreases Effect RES by 40%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +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
Hizuki Mari is a Disorder Affinity debuffer/support hybrid with a heavy focus on disrupting the enemy’s gameplan through various passive and active debuffs -but one of her greatest strengths also comes at a great price.
Mari’s Skill 1 is a 2-hit single-target attack whose last hit can reduce the enemy’s turn Meter by 15-25% with a 30-40% chance. While a solid effect, it isn’t groundbreaking or a point where Mari stands out.
Outside of Lvl 3, 5, and some base SPD, none of which are transformational, investing Lattices into S1 isn’t mandatory or something that will alter Mari’s playstyle.
Skill 2 is Mari’s uniquely designed passive: a highly situational mix of Buff and Debuff that can either make or break both you and your opponent’s gameplan, which one exactly will be left in pieces is up to how you play her.
Just by existing on the battlefield, Mari applies a 20-30% ATK Buff and 20 - 30% Healing Reduction to every unit present (even hostile) on the field, with the exception that PVE enemies do not benefit from the ATK boosting effect. In addition to this, affected allies may not gain the [ATK+] buff.
A couple of key points have to be noted:
The ATK+ that Mari provides, even at skill lvl5, is lower than a regular [ATK+] so it’s not a one-to-one replacement and is, in fact, a downgrade when compared to a permanently active regular [ATK+].
Unique ATK modifiers like Ninfoniel’s [Rimebloom] still work.
Shield potency is not affected by the reduced Healing.
Celince’s [Forgetfulness] disables Mari’s passive even if the buff icon remains present, allowing you to give [ATK+] to your units, but at the same time, you lose both the passive ATK+ and the Healing reduction field-wide.
All in all, Mari’s passive is an interesting option designed to specifically counter teams that are hyper reliant on Healing and don’t scale their damage off ATK. A secondary use for this effect is the application of a reduced ATK+ on your team without the need to spend a turn applying it, which is ideal in situations where you’d rather spend your turn controlling the enemy and setting up your offense simultaneously, or in cases where spots on the team are limited and you can’t afford to spare one slot for an ATK buffer. Mari’s ATK+ can also pull ahead of the standard [ATK+] when said standard buffs' uptime isn’t guaranteed or consistent.
Mari’s S2 is one of the main reasons you’d consider bringing her over other Animuses, but without levels, this passive suffers a lot. As a result, this should likely be one of your first Lattice investments for her.
Skill 3 is a 2-hit AoE with a situational but devastating control effect: the first hit has a 75-100% chance to land a [RES-] debuff on enemies, while the second hit has a whopping 45-60% chance to land [Petrify], a strictly better form of [Stun] that prevents CDs from naturally recovering for the affected units. Such a powerful control effect is solid in PVE but should absolutely not be underestimated in PVP.
Levels in this skill increase Mari’s chance to land both the Petrify and [RES-], making it a strong choice for those looking for consistency, especially when facing highly resistant enemies. In longer fights, the cooldown reduction from Lvl 5 may also be relevant, but in a lot of cases, the fight will already be decided or completely over by then.
In PVE, Mari can’t quite measure up in terms of buffing; that and the fact that her buffs disable the common [ATK+] put her at a noticeable disadvantage compared to her peers. Where Mari claws her way back and holds a niche, though, is where hard CC is applicable and needed; in these fights, Mari can work and be an effective pick over other Animuses.
In PVP, Mari’s hard CC is a lot more applicable, and her passive, while more dangerous to use, is also more valuable. This is especially true in PVP modes where slots are incredibly limited, like GVG. Having an all-in-one buffer, heal reducer, and hard CC in one package that doesn’t require multiple turns to get online is a hell of a deal compared to units that can only do one or two. Mari is most at home in cleave or anti-stall teams, but beware, she isn’t all upside. Drafting Mari wrong can grant her ATK buff to enemies, allowing them to eliminate you more easily.
Hizuki Mari is an original take on a situational counter, and her presence alone can turn the tides of battles in your favor on some occasions. With clear strengths and weaknesses, she won’t be as widely useful as many other units, and anyone who chooses to build her should do so with a clear goal in mind.
Passive ATK+ that does not require using a turn to apply.
The Healing reduction passive is a rare ability that bypasses [Immunity], Purify, and cannot miss.
AoE Petrify can singlehandedly turn the tides of a battle.
Locks you out of applying [ATK+] on your team.
Reduces your own Healing.
If S3 is ineffective, then Mari’s entire kit amounts to a lesser ATK+ and a global Heal reduction.
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.
1
Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s).
The cooldown of the skill can't be reduced.
An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.
The go to option for Hizuki in most PVE scenarios, thanks to it allowing her to lock down enemies for two turns with Petrify using back to back S3s. Loses some efficiency and power in longer drawn out fights.
Best Module Sets:
2
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%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
An alternative to Codex of Magic for extended fights where Hizuki is expected to loop through multiple S3s making the [SPD+] and gauge boost more valuable.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
1
Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s).
The cooldown of the skill can't be reduced.
An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.
Generic best in slot for spamming her S3. Allows for multiple chances at resist down and Petrify to keep the enemies controlled longer.
Best Module Sets:
2
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%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
Side-grade to Codex. Allows you to achieve higher Speed and a bit more damage.
Best Module Sets:
SPD (Until Desired) = EFF ACC% > DEF% = HP%
Hizuki Mari has two main stats and two conditional stats to pay attention to across gear for PVE:
In PVP, Hizuki is often used to control the enemy and buff up the team.
Unfotunately to ensure Hizuki is at her best you'll want to invest some Lattice's into her. For PVP, S2 is her primary focus in most teams and her S3 is her best CC option. S1 is okay but it's not mandatory.
Hizuki Mari synergies aren't available yet. They will be added soon!
Teams
Hizuki Mari teams aren't available yet. They will be added soon.
Copyright © 2025 Prydwen.gg