To learn more about Massiah check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Massiah 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.
14046
10724 + 3322
899
681 + 218
1853
1302 + 551
132
117 + 15
18%
10% + 8%
178%
150% + 28%
0%
0% + 0%
0%
0% + 0%
Massiah 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!
Defiance Cross
Cooldown: 0
Tags: Vulnerable, Single DMG
Massiah swings a giant sword in a diagonal cross pattern twice, dealing 2 hit(s) of 130% damage to a single enemy with a 25% chance to inflict a 2-turn [Vulnerable].
Judgment: When Massiah defeats an enemy target, he gains a 1-turn [Invincibility]. If he's already under [Invincibility], its duration is extended by 1 turn(s), triggered only 1 times per turn.
Level 2: Increases damage multiplier to 120%.
Level 3: Increases the chance of inflicting [Vulnerable] to 25%.
Level 4: Increases damage multiplier to 130%.
Level 5: Increases the duration of [Vulnerable] to 2 turn(s).
[Vulnerable]: Increases DMG Taken by 30%.
[Invincibility]: Cannot take any damage.
Dual Judgement
Cooldown: 3
Tags: Single DMG
Massiah creates an energy copy of his sword, dual-wielding as he charges and continuously strikes the target, dealing 3 hit(s) of 100% damage to a single enemy. The last hit also deals extra damage equal to 100% of the target's lost HP (the extra damage cannot exceed 350% of Massiah's ATK).
Level 2: Increases damage multiplier to 90%.
Level 3: Increases the multiplier of the target's lost HP to 100%.
Level 4: Increases damage multiplier to 100%.
Level 5: Increases the limit of additional damage to 350%.
Divine Descent
Cooldown: 3
Tags: AoE, DEF Ignore, Invincibility
Massiah unleashes accumulated energy to strengthen himself and impact enemies, then transforms the energy into a giant sword to strike all enemies, dealing 2 hit(s) of 180% damage to all enemies. This attack ignores 70% DEF and Passives and applies a 1-turn [Invincibility] to himself.
Level 2: Increases damage multiplier to 170%.
Level 3: Increases the target's Passive when attacking.
Level 4: Increases damage multiplier to 180%.
Level 5: Increases the effect of DEF Ignore to 70%.
[Invincibility]: Cannot take any damage.
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
Massiah is a versatile burst DPS damage dealer, being type neutral against the current PVE bosses (aside from Shadowflame-Hoyan). His kit revolves around his S3 Defense ignore + Invincibility, and his massive S2’s single-target damage. His S3 can apply Invincibility, stopping any damage for one turn, and whenever he kills an enemy with any ability, he also gets Invincibility for one turn. This makes him very hard to kill and annoying to deal with in PVP, but at the same time, it puts lower pressure on healers in PVE.
Considering his invincibility and DEF ignore, Massiah is without a doubt a very good DPS if you manage to get your hands on him. Whether with his S3 or his S2, Massiah has enough firepower to work well in any situation, even without the benefits of type advantage. With such versatile cleave potential and single target nuking ability, beware of him in PVP and rejoice using him in PVE.
Still, this versatility comes at a cost. While his burst damage is very high, in longer battles, his damage falls off a bit, and other characters outperform him, especially if they're used in content that is weak to their element.
A good combination of single-target and AoE burst damage,
Great in both PVE and PVP,
Versatile - due to his element, he can be used in all content without worrying about disadvantage,
Invincibility is just too strong, making him hard to kill.
While his burst damage is really high, in sustained damage he falls off a bit compared to other characters.
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%
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.
Best Module Sets:
95.49%
103.61%
Before the main body acts, causes the main Animus to deal additional true indirect damage equal to 12% of the target's max HP with each critical hit during this turn (damage per hit cannot exceed 180% of own ATK).
Grants the wearer a buff for one turn on use. While the buff is active, each individual hit of damage dealt by the wearer that critically strikes will cause the target to suffer 12% of their HP as true damage (up to 180% of the wearer's ATK per individual hit). This damage cannot be increased outside of scaling ATK and cannot critically strike itself. Strongest on characters that hit multiple times with abilities, and even stronger in AoE scenarios with multi-hitting abilities. An ability that hits 4 times and hits all enemies (5) can lead to 20 Revelation activations.
Massiah has a higher base attack than normal, making Revelation a reasonable choice for him. Will lose out to White Fang in single target, but holds the edge in AoE thanks to his ultimate having two hits to it, allowing him to activate Revelation up to 10 times against 5 targets.
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.
138.17%
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.
122.19%
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%.
119.61%
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. Massiah's most powerful abilities - his ultimate and skill - are both multi-hit attacks, making this set less potent than Momentum when a reasonable amount of debuffs are involved. What's worse, the most powerful part of Massiah's skill - the final slash - gains the least benefit from this set.
117.88%
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. This set should only be used if you are planning on looping on Massiah multiple times and other teammates aren't covering his Speed requirements already.
116.84%
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.
116.19%
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.
113.25%
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.
110.72%
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. This set should only be used if you are planning on looping on Massiah multiple times and other teammates aren't covering his Speed requirements already.
109.94%
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.
109.35%
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.
116.45%
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. Best choice if your Massiah's teammates aren't covering his Speed requirements already. Otherwise Furyedge is more damage.
112.78%
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.
108.34%
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) = CRIT Rate > CRIT DMG > ATK% > Flat ATK
Massiah has four stats to pay attention to across gear:
Both Massiah's S3 and S2 are valuable to raise but have different focuses. If you want to improve Massiah's AoE damage potential first raise his S3, if you want to raise his single target potential raise his S2.
Teams
The teams below come from our Teams database and showcase ANY team with Massiah present within in all content available in the game.
DokiDoki Team #3
Content: DokiDoki || Team type: Generic || Time: 1-2m
DokiDoki Team #4
Content: DokiDoki || Team type: Generic || Time: 1-2m
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