To learn more about Khloros check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Khloros 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.
13007
9779 + 3228
899
681 + 218
1582
1086 + 496
141
126 + 15
30%
10% + 20%
162%
150% + 12%
0%
0% + 0%
0%
0% + 0%
Khloros 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!
Reaping Blade
Cooldown: 0
Tags: Single DMG, CD Reduction
Khloros swiftly swings his scythe; deals 2 instances of 130% damage to a single enemy, with a 50% chance to reduce all of his Animus and Shell skill CDs by 1 turns after the attack.
Level 2: Increases damage multiplier to 120%.
Level 3: Increases the chance of reducing Skill CD to 30%.
Level 4: Increases damage multiplier to 130%.
Level 5: Increases the chance of reducing Skill CD to 50%.
Fatal Chains
Cooldown: 4
Tags: Debuff, Single DMG
Khloros' energy chains shoot up from beneath the enemy to bind them, dealing 3 hit(s) of 100% damage to a single enemy with a 100% chance to inflict a 3-turn [Chainlock].
Level 2: Increases both the final damage increase and decrease effects to 30%.
Level 3: Increases [Chainlock] duration to 2 turn(s).
Level 4: Increases the chance of [Chainlock] to 100%.
Level 5: Increases [Chainlock] duration to 3 turn(s).
[Chainlock]: When Khloros attacks a target, his DMG Dealt is increased by 30%; when Khloros is attacked by the target, his DMG Taken is decreased by an additional 30%.
Doom's Resurge
Cooldown: 4
Tags: Follow-up ATK, Single DMG
Khloros gathers all his energy for an all-out strike at the target, dealing 480% damage to a single enemy and applies [Doom Toll]. Each time [Doom's Resurge], is cast, the skill’s damage output permanently increases by an additional 25%, up to a maximum of 100%. If this skill kills the target, the target cannot be revived for the rest of the battle. When a unit carrying [Doom Toll] dies, the effect transfers to the enemy with the highest ATK.
Level 2: Increases damage multiplier to 440%.
Level 3: Increases skill damage boost after each cast to 25%.
Level 4: Increases damage multiplier to 480%.
Level 5: When a unit with [Doom Toll] dies, transfers the effect to the enemy with the highest ATK.
[Doom Toll]: After the target takes damage 10 times, [Doom Toll] is removed, and Khloros immediately casts [Doom's Resurge] to attack the target; only 1 enemy can be inflicted with [Doom Toll], and this debuff cannot be purified.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
CRIT DMG +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
CRIT Rate +8%
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
There isn’t much nuance to Khloros’ kit; if it had to be summed up in a few words, it would be: damage and then more damage.
Starting with his S3, his greatest asset, Khloros deals good single-target damage to an enemy and applies a [Doom Toll] debuff that cannot be purified and remains on the target until its hit condition has been met. Once the Toll mark is applied, each time 10 instances of damage have hit the afflicted enemy, the Toll is removed and Khloros immediately starts a follow-up attack with his S3, re-applying the debuff on the target and increasing his S3’s damage by 25% every time it is used (either by FUA or by activating it during his turn), with the Damage increase stopping after the initial damage of the skill is doubled. That’s a lot of damage.
His S2 and S1 are also valuable: his S2 applies yet another unique debuff, [Chainlock], which offers Khloros 30% extra damage against the afflicted target while reducing his damage taken from the target by the same amount. The attack also has a 3-hit count, nicely progressing his Doom Surge’s follow-up. His S1 exists solely to improve his S3 and S2 cycling, as it gives him a 50% chance to reduce his own CDs by 1 turn every time he uses his basic attack.
Overall, Khloros currently sits comfortably as the uncontested King of sustained Single Target DPS, and his ST Damage is so high that he even outclasses 99% of the roster in sustained AOEs simply by hitting one target when the others hit multiple. His downfall is in 1-turn burst, where only very specific setups allow him to shine.
If you’re interested in him, keep an eye out for Rosa and any extra turn/big turn meter boost support like Lily, Rosa offering the highest sustained hit count and Turn meter supports offering him more chances to land any of his ultra synergistic skills.
For PVP, Khloros doesn’t benefit from most setups, and instead relies on clear conditions to inflict his damage, making him quite predictable and unwieldy. Despite his flaws in these modes, he can still function thanks to his ability to prevent revives if a unit afflicted with [Doom Toll] dies.
Incredible sustained DPS,
Great synergy with characters that do multi-hits with their skills,
Does not rely on any specific support/debuffer.
Underwhelming burst damage,
Hard CCs completely shut him down.
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.
100.63%
Before the owner takes action, increases their ATK by 1200 for 2 turn(s) and additionally applies a 2-turn [Life Leech - Shell] to them.
Grants the wearer 1200 Flat ATK and a buff allowing them to lifesteal 10% of the damage they deal while active. Damage-wise, the Shell is strongest for characters that don’t rely on their Shell for a large portion of their total damage, like Follow-Up attackers. The lifesteal effect of this Shell also makes it worth considering in PVP and PVE, even if it’s a damage downgrade.
As a psuedo follow-up attacker (Ultimate triggers) Shell's like White Fang aren't responsible for a large portion of Khloros's damage, output making pure buffing shells like Count more valuable. The more ultimate triggers you can land in between each of Khloros's actions the better Count will become.
Best Module Sets:
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.
A generically strong option for Khloros in most content but can lose out to more specialized options in some teams and content.
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.
141.15%
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.
123.34%
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%.
115.59%
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.
113.11%
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. Speed is less valuable on Khloros - only use this set when aiming to solve a problem with turn order or debuff uptime not for increasing his damage.
111.72%
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. Keeneye's bonus does not work on Khloros's triggered Doom Toll damage which is the majority of his damage output. This makes this set lacklustre.
115.51%
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.
111.03%
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.
108.66%
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.
107.06%
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. Khloros's basic attack can allow him to reduce all of his CDs on use, making Battlewill an interesting niche pick for Khloros. With that said as most of his damage stems from his teammates activating his passive, it struggles to keep up with raw damage options.
106.3%
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. Speed is less valuable on Khloros - only use this set when aiming to solve a problem with turn order or debuff uptime not for increasing his damage.
112.33%
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. Speed isn't a priority for Khloros, but if you need it this set is an efficient place to pick it up as it grants a sizeable amount of it alongside ATK%, allowing it to stand mostly equal with the purely offensive alternative Furyedge.
111.36%
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.
105.06%
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.
CRIT Rate > SPD (Until Desired) = CRIT DMG > ATK% > Effect ACC > Flat ATK
Khloros has five stats to pay attention to across gear:
Khloros's skill ups are all valuable to him and can be interchanged depending on your needs - with that said we recommend maxing out S3 first as the improved multipliers as well as ability to transfer ultimate debuff offer significant damage and quality of life increases.
Teams
The teams below come from our Teams database and showcase ANY team with Khloros present within in all content available in the game.
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