To learn more about No. 41 check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about No. 41 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.
18760
13208 + 5552
755
550 + 205
1065
764 + 301
124
115 + 9
10%
10% + 0%
150%
150% + 0%
0%
0% + 0%
32%
0% + 32%
No. 41 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!
Inhibition Potion
Cooldown: 0
Tags: Wound, Single DMG
No.41 throws a biochemical potion at a single enemy, dealing 230% damage with a 35% chance to inflict a 2-turn [Wound].
Level 2: Increases damage multiplier to 210%.
Level 3: Increases the chance of inflicting [Wound] to 35%.
Level 4: Increases damage multiplier to 230%.
Level 5: Increases [Wound] duration to 2 turn(s).
[Wound]: Cannot receive healing.
Healing Potion
Cooldown: 3
Tags: Single Heal, Heal Over Time
No.41 injects a biochemical potion into a single ally, recovering 35% Max HP and applying 1 stack(s) of 3-turn [Heal Over Time].
Level 2: Increases healing amount to 30% of Max HP.
Level 3: Increases [Heal Over Time] duration to 3 turn(s).
Level 4: Increases healing amount to 35% of Max HP.
Level 5: Reduces Skill CD by 1 turn(s).
[Heal Over Time]: When the turn starts, recovers 15% of Max HP.
Boosting Potion
Cooldown: 3
Tags: Turn Meter+, ATK+
No.41 gives all allies a boosting potion, granting 20% Turn Meter and a 2-turn [ATK+].
Level 2: Increases the effect of Turn Meter+ to 17%.
Level 3: Reduces Skill CD by 1 turn(s).
Level 4: Increases the effect of Turn Meter+ to 20%.
Level 5: Reduces Skill CD by 1 turn(s).
[ATK+]: Increases ATK by 40%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Healing Done +10%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +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
No. 41 review isn't available yet. It will be added soon!
No. 41 pros & cons aren't available yet. They will be added when the character is released.
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
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 No. 41 that allows her 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:
You can use
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 No. 41 to useher S3 twice in row. Used in PVE one-shot teams and in PVP.
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
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.
3
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.
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: 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.
SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP > DEF% > DEF
No. 41 has three stats to pay attention to across gear:
-
No. 41 synergies aren't available yet. They will be added soon!
Teams
No. 41 teams aren't available yet. They will be added soon.
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