MarvellBuild and Guide

Character
Introduction

Marvell is a SR character from the
Constant
Constant element who is part of the Union faction. The character is also known by the Pure Dimension title.

To learn more about Marvell check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Marvell check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Teams

Profile

Stats (Lvl 50)

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.

HP
HP

16269

12745 + 3524

DEF
DEF

1005

684 + 321

ATK
ATK

1178

866 + 312

SPD
SPD

133

121 + 12

CRIT Rate
CRIT Rate

10%

10% + 0%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

32%

0% + 32%

Effect RES
Effect RES

12%

0% + 12%

Skills

Marvell 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!

Skill 1

Disintegrated

Cooldown: 0

Tags: Steal Turn Meter, Single DMG

Data entry complete, analysis immediate. Deals 240% damage to a single enemy, with a 40% chance of stealing 15% Turn Meter from the target.

Level 2: Increases damage multiplier to 220%.

Level 3: Increases the effect of Action Steal to 15%.

Level 4: Increases damage multiplier to 240%.

Level 5: Increases the chance of Action Steal to 40%.

Skill 2

Tactical Silence

Cooldown: 3

Tags: Silence, AoE

Be quiet, don't disturb the analysis efficiency. Deals 330% damage to the main target and a random enemy, with a 50% chance to inflict [Silence] for 1 turn(s).

Level 2: Increases damage multiplier to 300%.

Level 3: Increases the chance of inflicting [Silence] to 50%.

Level 4: Increases damage multiplier to 330%.

Level 5: Reduces Skill CD by 1 turn(s).

[Silence]: Can only cast 1 skill(s).

Skill 3

Stasis Strike

Cooldown: 5

Tags: Turn Meter-, Slow, RES-, AoE

Marvell stagnates the data array, dealing 280% damage to all enemies, with a 100% chance to inflict a 2-turn [SPD-] and [RES-] and a 60% chance to decrease the targets Turn Meter by 40%.

Level 2: Increases damage multiplier to 280%.

Level 3: Increases the chance of Turn Meter- to 60%.

Level 4: Increases the chance of inflicting [SPD-] and [RES-] to 100%.

Level 5: Increases the effect of Turn Meter to -40%.

[SPD-]: Decreases SPD by 30%.

[RES-]: Decreases Effect RES by 40%.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

Effect ACC +12%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect RES +12%

P5

Prowess 5

Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.

Review

Ratings
T1

Generic PVE

T1

Aurora

T0.5

DokiDoki

T1

Terrormaton

T3

Union Boss + Phantom

T0

PVP

Review

Marvell is a PVP powerhouse, mostly thanks to his ridiculous S3, and is a force to be reckoned with. However, his other skills are still valuable too and further reinforce his purpose: turning anything that crosses his path into a snail, possibly a salted snail even.

His S1 has a chance to steal the enemy’s turn meter, therefore increasing his own. The S2 can silence up to two enemies, one being the selected target and the other being random. 

Then, the S3 comes in to bring his kit to another level: lowering of the enemies’ SPD and RES, while having a chance to lower the enemies’ turn meter by 40%, just that! The RES- gives a greater chance for every ally to land their Debuffs more easily. This even includes his own [Silence] and [Steal Turn Meter] effects, allowing him to be extremely dangerous if he gets all his debuffs to activate. Even if his S3 now has a 5-turn cooldown, just applying it once and everyone on the enemy team having their turn meter lowered can win you games, both in PVE and PVP.

The massive downside that comes to throw shade on Marvell is the incredibly long CD of his S3, as the 6 turn CD makes it more often than not a one or two times use ability in most fights, a real shame.

He’s best partnered with CD reduction specialists for longer battles, but when it comes to short term battles Marvell cements his position as a one-size-fits-all character, capable of being included in almost any possible team and often improves the teams he’s brought into.

For PVP, expect to see him struggle as Bulwark sets and Immunity become more and more common as time passes and people acquire better gear. In the meantime though? Few units will be able to resist him. Expect to see him partnered with the likes of Heinrich, Lily, Mio, and Freya just to name a few, as these characters not only compound his debilitating effects but also bring their own ingredients to the mix.

Pros & Cons
Pros

  • Cheap to build thanks to his overloaded S3.

  • Constant Affinity, meaning he almost never suffers from disadvantage unless specifically mentioned (like Shadowflame-Hoyan).

  • Turn Meter Steal is a powerful effect to make up for his huge downtime.

Cons

  • One of the longest CDs in the game on his S3 handicap him greatly in long term battles.

  • Silence often feels underwhelming in PVE.

  • Like most Debuffers, Marvell fears most Immunity.

Build

Early Game Builds

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:

Best Build

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.

Best Shells

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%.

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.

The go-to Shell for Mavell that allows him to cycle faster in longer battles. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Bulwark [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >

You can use

Black Flag
Black Flag
as a good alternative early on instead of Jackal Guard - it also provides SPD+ buff and turn meter advance. Basically, it's the same shell, but lower rarity and weaker. Use the following module combination with it:

  • 12 set:
    Matrix
    Swiftrush [12/12]
  • 8 set:
    Matrix
    Bramble [8/8]
  • 6 set: None - early one you can't use an Inferno set.

2

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.

An alternative to Jackal Guard for more burst oriented teams as it allows the debuffer to use their S3 twice in row, increasing the chance to land the debuffs or stack them (when possible). Used in PVE one-shot teams and in PVP.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Strive [8/8]
    >
    Matrix
    Bulwark [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >
Specialist Shells

Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.

1

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.

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

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.

Module Calcs/Information

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. Timeweave allows to cycle the skills faster, especially early on when you don't have them leveled up - so they have very long cooldowns.

2

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.

8 Piece sets:

1

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.

2

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.

3

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.

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.

Best Stats
Main Stat 1
Effect ACC
Main Stat 2
Effect ACC
Main Stat 3
Effect ACC = HP%
Substats:

SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP

Stat comments

Marvell has three stats to pay attention to across gear:

  • SPD: Speed is the most important stat for any debuffer as it will allow them to cycle faster in combat and use their skills more often.
  • Effect ACC: Effect ACC will increase the chance to land the debuffs/dispel, so prioritize it as the main stat on the right-side pieces.
  • HP%: Some bulk will help them survive longer, but SPD and Effect ACC have higher priority.
Shell Passives
Slot 1
HP% > HP > DEF% > DEF
Slot 2
SPD > Effect ACC
Slot 3
Effect ACC (Gaze) > Effect ACC (Insight) > DMG Taken
Passive comments
  • Slot 1: HP% is optimal, but if you're lacking in materials Flat HP can also be used. If you get DEF% or DEF of higher rarity, keep it though for now.
  • Slot 2: Speed is better in most situations, but if you roll Effect ACC you can keep it for some time.
  • Slot 3: The stacking Effect ACC buff granted by Gaze is great and it becomes better the longer the fight lasts. Though, if you're running one-shot teams (or PVP a lot), you can consider using Insight instead as the fights are shorter and it gives you better boost initially.
Skill Priority
Skill Priority
Lv 5 S3 > Lv 5 S1 > Lvl 5 S2
Comments

S3 is the priority as you want to use it as often as possible and also increase the chance to inflict the debuffs there. Next move to S1 as the Steal there is really powerful - S2 is last in priority.

Synergies

Marvell synergies aren't available yet. They will be added soon!

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Marvell present within in all content available in the game.

Team 10

Terrormaton F2P Team #1

Content: Terrormaton || Team type: F2P || Time: 0-1m

Comments

-

Team 15

Terrormaton Team #3

Content: Terrormaton || Team type: Generic || Time: 1-2m

Comments

-

Team 18

DokiDoki F2P Team #2

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 21

DokiDoki F2P Team #5

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 27

Starter #1 - Freya

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 29

Starter #3 - Helkid

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 32

Starter #6 - Rosa

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 33

Starter #7 - Tiamat

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 34

Starter #8 - Diting

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 35

Starter #9 - Rin

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 43

Febian #1

Content: Grim Pursuit || Team type: F2P || Time: 30s

Comments

Replace Diting with your DPS of choice (single target DPS preferred).

Team 46

Whitney #1

Content: Grim Pursuit || Team type: F2P || Time: 30s

Comments

Replace Diting with your DPS of choice (single target DPS preferred). Marvell can also be replaced with a second DPS.

Team 47

Whitney #2

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

The go-to F2P DoT team that works amazing against most bosses.

Team 50

Whitney #5

Content: Grim Pursuit || Team type: Generic || Time: 1-2m

Comments

-

Team 52

NicoNana #2

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

A non-DoT team you can use against NicoNana, but everyone in the team needs to be fast.

Team 53

NicoNana #3

Content: Grim Pursuit || Team type: F2P || Time: 30s

Comments

.