OboroBuild and Guide

Character
Introduction

Oboro is a SR character from the
Odd
Odd element who is part of the Fantasy Club faction. The character is also known by the Phantom Edge title.

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

To learn more about Oboro 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

12261

9101 + 3160

DEF
DEF

755

550 + 205

ATK
ATK

1581

1085 + 496

SPD
SPD

135

123 + 12

CRIT Rate
CRIT Rate

30%

10% + 20%

CRIT DMG
CRIT DMG

162%

150% + 12%

Effect ACC
Effect ACC

0%

0% + 0%

Effect RES
Effect RES

0%

0% + 0%

Skills

Oboro 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

Aquashadow

Cooldown: 0

Tags: Slow, Single DMG

Oboro utilizes high-speed swordsmanship that is difficult to perceive, and deals 2 hit(s) of 120% damage to a single enemy with a 20% chance to inflict a 2-turn [SPD-].

Extreme: On CRIT hit, has a 60% chance to inflict 1 stack(s) of [Bleeding].

Level 2: Increases damage multiplier to 110%.

Level 3: Increases the chance of inflicting [SPD-] to 15%.

Level 4: Increases damage multiplier to 120%.

Level 5: Increases the chance of inflicting [Bleeding] upon landing a CRIT hit to 60%.

[SPD-]: Decreases SPD by 30%.

[Bleeding]: When the turn starts, takes indirect damage equal to 50% of the inflictor’s ATK.

Skill 2

Night Rain

Cooldown: 3

Tags: DEF-, Single DMG

Oboro utilizes high-speed swordsmanship that is difficult to perceive and deals 280% damage to a single enemy with a 100% chance to inflict a 2-turn [DEF-].

Level 2: Increases damage multiplier to 260%.

Level 3: Increases the chance of inflicting [DEF-] to 85%.

Level 4: Increases damage multiplier to 280%.

Level 5: Increases the chance of inflicting [DEF-] to 100%.

[DEF-]: Decreases DEF by 60%.

Skill 3

Swift Gale

Cooldown: 3

Tags: Single DMG, Turn Meter-

Oboro channels energy to infuse her blade with Anima, unleashing an unavoidable sword technique against the enemy, dealing 390% damage to a single enemy; Has a 75% chance to inflict 2-stack [Bleeding]. On CRIT hit, reduces the target's Turn Meter by 45%.

Level 2: Increases damage multiplier to 390%.

Level 3: Increases the chance of inflicting [Bleeding] to 75%.

Level 4: Increases the effect of Turn Meter- to 45%.

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

[Bleeding]: When the turn starts, takes indirect damage equal to 50% of the inflictor’s ATK.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

CRIT Rate +8%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

CRIT DMG +12%

P5

Prowess 5

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

Review

Ratings
T3

Generic PVE

T3

Aurora

T4

DokiDoki

T5

Terrormaton

T3

Union Boss + Phantom

T4

PVP

Review

In Etheria Restart, Oboro’s kit is original and stands out as an oddity, since she’s currently the only Animus inflicting damaging debuffs that are not grouped with [DoTs].

First of all, Oboro has a chance to inflict 1 stack of [Bleeding] Debuff every time she crits on an enemy. This Bleeding deals 50% of Oboro’s ATK as damage per stack whenever the enemy takes a turn. Although multiple stacks can be accumulated on the enemy, the damage itself cannot Crit, nor be buffed by DEF- and the likes. This drastically reduces her potential Damage Output, especially with the current meta revolving around super buffing Crit-based Animus to produce instantaneous firepower.

The rest of her kit brings a lot of extra debuffing, on top of correct Damage:

  • S1 hits a single target twice with a low chance to apply [SPD-] each time;

  • S2 hits once but has a very high chance to land [DEF-] on the target;

  • S3 is another Single target attack, which has a chance of its own to apply 2 stacks of [Bleeding] regardless of crit. If she crits however, she reduces the enemy’s Turn meter by up to 45% (even though it has no base chance to be applied, it can be resisted).

In PVE, Oboro is a strange, but kind of usable mix of a DPS and a Debuffer. Unfortunately, her output greatly pales in comparison to Rin the Unbowed, another Odd Affinity SR. And when it comes to the Odd Affinity SSRs, all of them are also much better than her at fulfilling their role of DPS.

In PVP, there is simply no reason to play Oboro as your main Damage Dealer when most DPS are simply more efficient.

Pros & Cons
Pros

  • Each of her debuffs are useful.

  • Can be considered a Debuffer/sub-DPS hybrid.

Cons

  • Since all 3 Skills are important to her rotation, she needs investment in each of them.

  • Bleed, as of launch, is mostly there to increase the damage through Momentum set.

  • Lower damage potential than most DPS.

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

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.

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%.

A speed-based alternative for DPS characters to use instead of the mostly pure damage setups offered by Striker shells. Deals a large hit of damage, grants a 25% gauge boost, and offers the wearer the [SPD+] boost with 100% uptime on use. The downside of using this shell on DPS is that the matrixes are mostly support-focused, leading to suboptimal 12/8/6 set-ups or causing you to break sets and run 12P Swiftrush and an 8P set of your choice. Despite this downside, it can still be some characters’ top option. As with all speed-based sets on DPS, in teams that have gauge boosts for the DPS, it will lose value. Also, loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.

This shell offers Oboro significantly faster cycling, allowing her to deal more damage and inflict her debuffs more often.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Fury [8/8]
    >
    Matrix
    Battlewill [8/8]
    >
    Matrix
    Harvest [8/8]
    >
    Matrix
    Onslaught [8/12]
    >
  • 6 set: None - the optimal set combo requires you to use a 8-pc set not present on the shell, so you have no place for a 6 PC Inferno set.

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

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%.

A speed-based alternative for DPS characters to use instead of the mostly pure damage setups offered by Striker shells. Deals a large hit of damage, grants a 25% gauge boost, and offers the wearer the [SPD+] boost with 100% uptime on use. The downside of using this shell on DPS is that the matrixes are mostly support-focused, leading to suboptimal 12/8/6 set-ups or causing you to break sets and run 12P Swiftrush and an 8P set of your choice. Despite this downside, it can still be some characters’ top option. As with all speed-based sets on DPS, in teams that have gauge boosts for the DPS, it will lose value. Also, loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.

A pure Support build that wants to abuse the Timeweave skill CD reset mechanic to cycle even faster.

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.
Specialist Shells

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.

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.

2

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.

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.

8 Piece sets:

1

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.

2

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.

3

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.

4

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.

5

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.

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.

2

4/8:  DEF +10%

8/8:  DEF +10%. Upon hit, Animuses have a 25% chance to counterattack with a basic attack.

Incredibly potent specialist set for DPS and Support characters. Grants the wearer a 25% chance upon being attacked to use their Basic ATK along with all its passive effects. Most powerful on characters with potent Basic Attacks that have passive effects and/or can redirect attacks toward themselves.

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.

4

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.

Best Stats
Main Stat 1
CRIT Rate = CRIT DMG
Main Stat 2
CRIT Rate = CRIT DMG
Main Stat 3
CRIT DMG = Effect ACC
Substats:

SPD (Until Desired) = CRIT Rate > Effect ACC > CRIT DMG > ATK% > Flat ATK

Stat comments

Oboro has four stats to pay attention to across gear:

  • CRIT Rate: Oboro must have 100% CRIT RATE to be able to decrease Turn Meter and land her Bleeds.
  • SPD: After CRIT RATE prioritize SPD.
  • Effect ACC: Oboro needs Effect ACC to land her debuffs - though she has pretty decent base chance for them, so you don't need to invest too much into Effect ACC.
  • Crit DMG: With everything else at a satisfactory level or maxed out, CRIT DMG is the best way to boost Oboro's damage. Invest into as much of it as possible after everything else.
Shell Passives
Slot 1
ATK% > ATK
Slot 2
SPD = CRIT RATE = Effect ACC >= CRIT DMG
Slot 3
Odd DMG% > DMG%
Passive comments
  • Slot 1: ATK% is optimal, but if you're lacking in materials Flat ATK can also be used.
  • Slot 2: If you're planning on cycling Oboro multiple times in fights SPD is often the best DPS choice, but if you have teammates to solve her Speed requirements, CRIT RATE or DMG is preferrable. Effect ACC is also an option here if you're having issues landing the debuffs.
  • Slot 3: Odd DMG% is optimal, but if you're lacking in materials generic DMG% can also be used.
Skill Priority
Skill Priority
Lv5 S3 > Lv5 S2 >= Lv5 S1
Comments

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Synergies

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

Teams

Best Teams

Oboro teams aren't available yet. They will be added soon.