To learn more about Nahor check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Nahor 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.
15138
10310 + 4828
973
748 + 225
1296
974 + 322
137
122 + 15
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
Nahor 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!
Justice
Cooldown: 0
Tags: Single DMG, DEF-
'Judgment' is but the duty to be fulfilled. Nahor deals 240% damage to a single enemy, with a 40% chance to inflict a 2-turn [DEF- ].
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the chance of inflicting [DEF- ] to 40%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increases the duration of [DEF-] to 2 turn(s).
[DEF-]: Decreases DEF by 60%.
Discipline
Cooldown: 3
Tags: Dispel, Block
No disorder in the court. Nahor deals 280% damage to a single enemy, with a 70% chance to dispel all buffs from them and to inflict a 2-turn [Block].
Level 2: Increases damage multiplier to 280%.
Level 3: Dispelling effect has been changed to remove all buffs.
Level 4: Increases the chance of dispelling buffs and inflicting [Block] to 70%.
Level 5: Reduces Skill CD by 1 turn(s).
[Block]: Target cannot gain buffs.
Verdict
Cooldown: 4
Tags: Debuff, DEF-, Freeze
When the gavel falls, all shall return to 'balance'. Nahor deals 300% damage to all enemies, with a 70% chance to inflict a 2-turn [DEF-], and a 50% chance to inflict a 1-turn [Freeze].
Level 2: Increases damage multiplier to 300%.
Level 3: Increases the chance of inflicting [DEF ↓ ] to 70%.
Level 4: Increases the chance of inflicting [Freeze] to 50%.
Level 5: Reduces Skill CD by 1 turn(s).
[DEF-]: Decreases DEF by 60%.
[Freeze]: Target cannot take action or gain Turn Meter.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
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
Nahor is an Odd affinity Animus, heavily focused on debuffing the enemy and preventing them from gaining any advantage through buffs.
Nahor’s skills are all straightforward, with the S1 being a simple 1-hit ST attack with a good chance to land [DEF-]. His S2 is also a 1-hit single target ability, this time with a high chance to dispel all buffs from the target and then applying a 2-turn [Block] debuff. Lastly, his S3 is yet another 1-hit skill, this time hitting in AoE, that has a high chance of inflicting [DEF-] and [Freeze] to each enemy.
While Nahor’s skills are all solid, or even quite powerful when it comes to the S3, his kit as a whole doesn’t exactly stand out when comparing him to the specialized Debuffers already released. His main appeal is the ability to apply DEF- while applying a hard Control effect to all enemies at the same time, making runs a lot safer. The drawback, however, is that his S3 doesn’t bring as much to the table in longer fights as other DEF-spammers like Kloss, nor as much burst potential as burst specialists like Dinah. Nahor’s niche is quite specific in the crowd control plus “some” damage category.
Another thing to consider is that Nahor is somewhat reliant on Skill Levels, as both skills 2 and 3 require a heavy investment in order to maximize their effects, chance to land, and cooldowns. On top of this, as a control unit, Nahor usually prefers to move first, meaning you may want the 15 SPD from S1 Lvl 4 as well.
Still, Nahor can be effective in both PVE and PVP:
For PVE, any stage that allows you to Freeze enemies can potentially be cheesed with him, providing frequent DEF- also means he can fill the role of an offensive Debuffer as well allowing you to instead double down on the Control side of things, or you can instead field multiple Buffers/Supports to further reinforce your team. That makes him quite good in fights like Doki Doki or Grim Pursuit where multiple enemies are weak to Freeze.
In PVP, Nahor is on the slower side in terms of openers when compared to competitors like Mio, which makes him either quite gear hungry, relegated to a pocket/surprise pick, or more useful as a follow-up to other control units or in teams that are ok with enemies moving first. The ability to single out one enemy by removing all of their buffs is a valuable option, though, and has hard counter potential against certain units.
Consistent AoE [DEF-] application.
High hit chance AoE [Freeze].
Buff removal + [Block] debuff is a rare and powerful combo of effects.
Wants skill levels to perform at a suitable level in endgame.
Buff removal and [Block] are on S2, which makes them less reliable on AUTO.
Not fast enough to compete with other control units in PVP
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.
Allows Nahor to use his S3 back to back, granting better uptime on his DEF SHRED and 2 turns of Freeze, effectively locking out enemies completely for the start of the fight while hugely enhancing your damage. The go-to option for Nahor in short PVE encounters while also being incredibly valuable in PVP.
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.
A top tier option for Nahor when played in teams that don't already have easy access to a SPD buff from characters like Lily. Will allow Nahor to cycle much more quickly while also having excellent SPD based Matrix set options. Loses much of its potency if its SPD buff is already covered though.
Best Module Sets:
You can use
3
Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.
Cannot stack with similar effects applied by other Shells.
Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.
If you're okay giving up some SPD options and more ability focused shells, Artisan can also be a good defensive alternative.
Best Module Sets:
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
Triggers when the main body takes DMG greater than 25% of Max HP within a turn, healing the main body for 25% Max HP and increasing Turn Meter progress by 25%.
A strong personal sustain option for characters, granting them a 25% max HP restore and 25% gauge boost upon taking hits within a single turn greater than 25% of their max HP (on a 2-turn cooldown). Has situational use in PVE but shines the most in PVP, granting your teams extra healing and gauge boost on a semi-frequent cooldown.
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
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.
2
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. Incredibly powerful on Nahor in PVE, allowing him to access her S3 and S2 more often, but comes at the cost of not being able to pursue a maximum SPD set-up with his matrixes, making it a tough call to run in PVP.
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. If you're not running 12P Swiftrush, you can pick up the 8P bonus here.
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.
SPD > Effect ACC > HP% = DEF% > HP = DEF
Nahor has four stats to pay attention to across gear:
PVE: In PVE your first priority should be improving Nahor's chance to land his Freeze and DEF SHRED while reducing it's cooldown, level S3 to max first. Next improving his chance to hit his S2 and allowing it to remove all buffs is most important, you can skip out on the cooldown reduction for now unless you absolutely need it. Next grab the 15 SPD available from levelling S1 to Lv4, finally max out S1 and S2 as you see fit. PVP: For PVP Nahor needs SPD in order to act first and land his freeze before the enemy moves - based on this we recommend grabbing Lv4 of his S1 as a priority. The battle is usually decided in PVP before cooldowns have a chance to fully reset so we recommend taking S3 and S2 to Lv4 only next. After that you can max out S3 and S2 then S1 as you see fit.
Nahor synergies aren't available yet. They will be added soon!
Teams
Nahor teams aren't available yet. They will be added soon.
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