To learn more about Kethos check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Kethos 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.
22647
16317 + 6329
1049
817 + 232
1002
706 + 296
132
117 + 15
30%
10% + 20%
162%
150% + 12%
0%
0% + 0%
0%
0% + 0%
Kethos 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!
Bled Stall
Cooldown: -
Tags: Single DMG, Gain Turn
Blood is always so fascinating. Kethos deals damage equal to 30% of his max HP to a single enemy, with a 40% chance to transfer 2 debuff(s) from himself to the target.
Bloodrite: Whenever an enemy Animus actively uses a skill, gains 1 stack(s) of [Congel]. After [Congel] is triggered, Bloodrite enters a 3-turn CD.
Level 2: Increases the rate of additional DMG Dealt based on own HP to 27%.
Level 3: Increases the number of debuffs transferred to 2.
Level 4: Increases the rate of additional DMG Dealt based on own HP to 30%.
Level 5: Reduces [Congel] stacks required to take over.
[Congel]: Upon reaching 3 stack(s), Kethos immediately starts the next turn before the next enemy Animus acts, acting in their place. That enemy Animus completely skips their turn. Afterward, [Congel] is removed, and Kethos cannot gain [Congel] for 3 turn(s).
Warmaul Blood
Cooldown: 4
Tags: CD ↑, CD Reduction
I will carve an immortal masterpiece from your lives! Kethos deals damage equal to 36% of his max HP to all enemies, with a 50% chance to increase the target's Animus and Shell skill CDs by 1 turn(s). If his max HP is higher than the target's, the chance to increase CDs rises to 100%. Then has a 100% chance to reduce his own Animus and Shell skill CDs by 1 turn(s).
Level 2: Increases the rate of additional DMG Dealt based on own HP to 36%.
Level 3: If own Max HP is higher than the target's, increases the chance of increasing Skill CD to 100%.
Level 4: Increases the chance of reducing Skill CD to 100%.
Level 5: Reduces Skill CD by 1 turn(s).
Necrotic Nightfall
Cooldown: 4
Tags: Dispel, DEF ↓, Steal Turn Meter
Perfection requires suffering! Kethos deals 3 hit(s) of damage equal to 20% of his max HP to a single enemy. The 1st hit has a 100% chance to dispel all buffs from the target. The 2nd hit has a 100% chance to inflict a 3-turn [DEF ↓]. Hit 3 has a 100% chance to steal 100% Turn Meter from the target.
Level 2: Increases the duration of [DEF ↓] to 3 turn(s).
Level 3: Dispelling effect has been changed to remove all buffs.
Level 4: Increases the effect of Action Steal to 100%.
Level 5: Reduces Skill CD by 1 turn(s).
[DEF-]: Decreases DEF by 60%.
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
Kethos is a Reason Affinity Bruiser/Control Animus that inflicts high HP-based damage in both Single Target & AoE scenarios, with having access to powerful Control abilities.
Kethos’ first skill consists of two parts, one active and one passive effect. The Active is a simple 1-hit attack that deals damage based on Kethos’ max HP, with a decent chance to transfer 1-2 of his Debuffs to his target.
His Passive, Bloodrite, grants him a stack of a unique Buff called [Congel] whenever an enemy actively uses a Skill. Upon reaching 4-3 stacks, based on skill level, Kethos “steals” the turn of the next enemy Animus that would play, preventing them from playing, resetting their Turn Meter, and immediately starting Kethos’ turn instead.
Once [Congel] triggers, no stacks can be obtained for the next 3 turns and Bloodrite similarly enters a 3-turn CD.
Reducing the number of stacks required to trigger Congel is extremely important, so bringing this skill to level 5 takes the highest priority, especially for PVP.
S2 is a powerful AoE that hits each enemy once and has a 50% base chance of increasing the enemies’ Animus and Shell Skill CDs by 1 turn, which improves to a 100% chance if Kethos’ max HP is higher than the target. On top of that, this skill has a 75-100% chance of reducing his own Animus and Shell CDs by 1 turn.
Given the sheer power of this skill and its long CD, getting it to level 5 has a high priority for mid to long fights. On the other hand, if you’re using Kethos in a burst strategy or for short fights, then the skill is fine at level 2 (pure damage) or level 3 (most efficient stopping point).
If Skill 1’s Passive can control a Single Target by stealing their turn and Skill 2 can disable all enemies’ skills by putting them on CD, Skill 3 is akin to a death sentence for a Single Target. Kethos hits the target 3 times, each dealing a good amount of damage based on his own max HP, and every hit comes with a special debilitating effect:
1st hit removes 2/all Buffs from the target (once leveled up) with a 100% base chance.
2nd hit applies a 2-3 turn [DEF-] with a 100% base chance.
3rd hit comes with a 100% base chance to Steal 50-100% of the enemy’s Turn Meter.
With all that, on a 4-turn CD, that he can reduce on his own with S2 and by stealing 2 turns from the enemy team in quick succession, this skill is yet another terrifying tool to an already scary arsenal.
This skill’s priority heavily depends on your strategy. An AoE Burst setup has no need for this skill, although level 4 can guarantee a kill on most fragile enemies with an S3>S2 combo. For mid/long fights where Kethos is used as a proper CC unit, level 5 is extremely important to ensure he can cycle his whole kit as many times as possible. In the end, Kethos is one of those Animuses where every Skill level matters, and you always stand to gain by raising his Skills to the max.
In PVE, Kethos struggles to find a spot in any relevant content due to the very low damage ceiling of HP-based Animuses. His Debuffs and Controls aren’t enough to push past this weakness, especially with the big pool of options available when it comes to Debuffs/Dispels, while his Controls tend not to land on most Bosses in the game.
Kethos tells another story in PVP, where his presence in a player’s roster is enough to force the opponent into rethinking their strategy. With extremely heavy targeted and untargeted Controls, as well as the big damage potential that he can achieve while gearing as a speedy bruiser, Kethos is a force to be reckoned with. His ability to play 2 turns in a row on T1 while deleting a squishy target and controlling the enemy team is top-notch and the Bloodrite passive can, by itself, cripple an enemy so badly that the fight can sometimes be over before they even get to play once.
Whether as a second Dealer in Cleave or as a multi-purpose Animus in more Control-heavy setups, Kethos poses a real threat. Keep in mind, however, that he’s by nature very slow, has no natural protection from Controls and Debuffs, unless he spends a turn using S1 to transfer his Debuffs. Increasing Kethos’ CDs can give you a bit more time to breathe and controlling him before he gets to steal your turn can make him waste his passive without having to disable it with the likes of Celince.
Lastly, and far from being the easiest option, Kethos is naturally weak to Animuses with more max HP than him, which may be relevant in specific metas where you can field a team mostly composed of extremely durable Animuses.
Kethos is a PVP beast, where his Control+Damage heavy kit makes him nearly unstoppable if the opponent doesn’t plan for him. On the contrary, his kit offers very little in PVE as HP-based damage doesn’t scale well enough and better options are readily available for CCs and Debuffs.
Can steal an opponent’s turn with passive.
Can get double turns with S3.
AoE CD increases with a very high chance of success.
Great damage in PVP.
Low PVE damage and utility.
Naturally slow but wants to act fast.
No built-in protection from CCs.
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.
1
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.
Jackal Guard helps with cycling faster, allowing Kethos to use his skills more often, but it also provides additional damage.
Best Module Sets:
2
After the original takes action, has a 100% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
An alternative to Jackal Guard that instead of improving cycling, allows Kethos to reduce his cooldowns.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
1
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.
Jackal Guard helps with cycling faster, allowing Kethos to use his skills more often, but it also provides additional damage from the Shell skill.
Best Module Sets:
2
After the original takes action, has a 100% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
An alternative to Jackal Guard that instead of improving cycling, allows Kethos to reduce his cooldowns.
Best Module Sets:
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.
The most defensive option out of all three Shells - if you need it, consider using it.
Best Module Sets:
SPD (Until Desired) > HP% >= CRIT RATE >= CRIT DMG
For PVE, it is not really worth upgrading Kethos skills as he is subpar there. For PVP though, you want to prioritize S1 as it is his best skill - after that focus on S3 and S2.
Kethos synergies aren't available yet. They will be added soon!
Teams
Kethos teams aren't available yet. They will be added soon.
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