To learn more about Rahu check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Rahu 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.
15655
10724 + 4931
1335
948 + 387
1004
708 + 296
132
117 + 15
18%
10% + 8%
150%
150% + 0%
12%
0% + 12%
0%
0% + 0%
Rahu 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!
Flame Stream
Cooldown: 0
Tags: DEF-, Single DMG
Mystical smoke rises, obscuring vision; deals damage equal to 350% of his DEF to a single enemy with a 60% chance to inflict a 1-turn [DEF-].
Level 2: Increases the rate of additional DMG Dealt based on own DEF to 320%.
Level 3: Increases the chance of inflicting [DEF-] to 40%.
Level 4: Increases the rate of additional DMG Dealt based on own DEF to 350%.
Level 5: Increases the chance of inflicting [DEF-] to 60%.
[DEF-]: Decreases DEF by 60%.
Wrathful Form
Cooldown: 0
Tags: PASSIVE, Follow-up ATK, Buff, Cleanse
Rahu's offers a gift of hospitality. At the start of the battle, gains 3 stack(s) of [Wrath]. During battle, whenever other allied Animus act 4 times, gain 1 stack(s) of [Wrath]. When other allied Animus don't use attack skills during their turn, has a 60% chance to gain 1 stack(s) of [Wrath].
Level 2: Increases the chance of gaining additional [Wrath] to 40%.
Level 3: Increases the chance of gaining additional [Wrath] to 50%.
Level 4: Increases the chance of gaining additional [Wrath] to 60%.
Level 5: Increases the number of [Wrath] stacks gained at the start of the battle to 3.
[Wrath]: Each stack increases his DEF by 5%, up to a maximum of 12 stacks, and cannot be Dispelled. After other allies launch an attack, there is a 50% chance to assist them, consuming 1 stack(s) of [Wrath]. Transfer 1 debuffs from the ally to the target at 4 stack(s). Consumes 1 more stack(s) of [Wrath] from the assist ally to transfer extra 1 debuff(s) at 6 stack(s). At 8 stacks, for every 4% DEF higher than the target, his Basic Attack damage output increases by 1%, up to a maximum of 40%.
Flame Authority
Cooldown: 4
Tags: AoE, DEF+
To receive without giving is discourtesy: Rahu first applies a 2-turn [DEF+] to all allies while gaining 3 stack(s) of [Wrath], then deals damage equal to 360% of his DEF to all enemies.
Level 2: Increases the rate of additional DMG Dealt based on own DEF to 330%.
Level 3: Increases the limit of [Wrath] stacks to 12.
Level 4: Increases the rate of additional DMG Dealt based on own DEF to 360%.
Level 5: Increases the number of [Wrath] stacks gained to 3.
[DEF+]: Increases DEF by 60%.
[Wrath]: Each stack increases his DEF by 5%, up to a maximum of 12 stacks, and cannot be Dispelled. After other allies launch an attack, there is a 50% chance to assist them, consuming 1 stack(s) of [Wrath]. Transfer 1 debuffs from the ally to the target at 4 stack(s). Consumes 1 more stack(s) of [Wrath] from the assist ally to transfer extra 1 debuff(s) at 6 stack(s). At 8 stacks, for every 4% DEF higher than the target, his Basic Attack damage output increases by 1%, up to a maximum of 40%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
CRIT Rate +8%
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
Rahu is a sort of jack-of-all-trades, master of some. He specializes in Single Target DPS and team-wide Support. It’s all balanced out, however, by weaker burst damage and a stackable buff that buffs his damage, but is used up when supporting allies - this leads to some issues that you need to work around to make him perform well.
[Wrath] is his unique stackable buff, offering 5% DEF to Rahu, stacking up to 12 times. His S2 gives him some Wrath at the start of the fight, and gives some more for every four actions done by allies if Rahu is able to act (beware of Stuns, Freeze and of course Death!), and he has another chance to gain even more Wrath whenever allies do not use attack skills (any ability that can hit the enemy and deal damage to it is an attack skill).
A single stack of Wrath can be randomly consumed to assist allies with Rahu’s S1 when they attack, and on top of that, he can transfer debuffs from that ally to the target - but it increases the Wrath consumption based on the number of debuffs on the ally.
His S3 applies a team-wide [DEF+], on top of dealing decent AOE Damage and giving him three more stacks of Wrath. Finally, his S1 is where the bulk of his damage comes from - it boasts very high single-target potential and the chance of applying a [DEF-].
Where is the catch, then? As a DEF scaler, it’s more difficult to properly gear Rahu compared to other DPS, as most of the ultra offensive Shells don’t fit him set-wise. On the other hand, this allows him to turn supportive Shells like Artisan into extra personal damage, while keeping their powerful defensive utility.
For PVE, Rahu sets himself apart from the rest of the DPS as 'marathon' specialist who also boasts much more survivability than most - he will shine in longer battles that allow him to stack Wrath like Union Boss or Phantom Theatre. This comes at the cost of performing weaker in shorter battles.
For PVP, however, his ability to generate gigantic shields (via Artisan shell) while continuously increasing his own damage and survivability, coupled with the debuff transfer mechanic inherent to his Wrath, makes for a deadly combo that makes him extremely threatening in any tanky team.
Very good single-target DPS output,
Becomes stronger, the longer the battle lasts,
Tanky and very hard to kill,
Can transfer debuffs from allies to enemies.
Needs time to ramp-up, which makes him bad when you need burst damage and in shorter battles,
DEF scaling limits his set and Shell options,
DEF Shredders hurt him in multiple ways,
Allies sometimes can consume too many Wrath stacks, drastically reducing his damage output (mainly happens when enemies debuff a lot).
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.
90.17%
88.60%
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.
Artisan allows Rahu to deliver some truly potent Shields to allies while also not sacrificing too much damage thanks to the 700 flat DEF granted by Artisan a large amount of the time. The sets matrixes Artisan offers are more defensive focused, but giving up some damage potential is usually well worth the sacrifice when considering the utility this Shell provides. Artisan can be ran in either a standard or Timeweave matrix set-up depending on which you prefer.
Best Module Sets:
Alternative setup (Timeweave):
100%
100%
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.
As an alternative to Artisan, Jackal Guard offers slightly more damage potential and significantly faster cycling potential, allowing Rahu to execute more ultimates and thus gain more Wrath charges - thanks to this he get further ahead of his teammates potential consumption. Jackal Guard can be ran in either a offensive or Timeweave matrix set-up depending on which you prefer. Timeweave offers more SPD and faster Ultimate access - the Offensive set-up offers access to more damage focused Matrix options.
Best Module Sets:
Alternative setup (Timeweave):
You can use
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
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.
2
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.
3
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.
4
Every 2 time(s) the owner Animus uses 1 skills, increases the owner's final damage by 5% and Effect ACC by 7%, up to 8 stacks.
A hybrid DPS/Debuffer shell that provides DMG% and Effect ACC. Take some time to stack the buff, so it's only viable for longer battles. Keep in mind the description is wrong and you only get a stack when you use S1.
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%
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.
2
4/12: DEF +10%
8/12: DEF +25%
12/12: DEF +45%
3
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 is able to be fit into a lot of Rahu's most powerful Shell combinations without sacrificing too much but some damage - doing so will allow Rahu far more frequent access to his Ultimate, thus boosting his Wrath charge generation and improving his DEF+ buff uptime, making up for some of the loss and improving his supportive capabilities and quality of life.
1
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.
2
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. Despite having ATK%, in some Shell combinations Fury may be worth considering for your Rahu build when focusing all in on damage as the 12% DMG multiplier is definitely something he can take advantage of. If it comes at the cost of sacrificing Wrath charge generation it may not be worth it though.
3
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. Rahu already gains a ton of free follow-up attacks from his team, making the counter attack bonus of this set less valuable on him compared to others. With that said, it's still a reasonable option for him thanks to the DEF% bonus and bit of extra damage, making it solid if you have no other attractive options.
4
4/12: DEF +10%
8/12: DEF +25%
12/12: DEF +45%
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.
2
6/6: DEF +25% & Effect RES +20%
A no-speed defensive choice for your Inferno 6P set. It can be worth it on some characters, specifically DEF stackers, but it often loses out to SPD-based alternatives.
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 > DEF% > Flat DEF
Rahu has four stats to pay attention to across gear:
All of Rahu's skill-ups are valuable to him, making deciding which to raise first a matter of preference. Skill 2 and Skill 3 will both assist with Rahu's Wrath generation - if you want to maximize that raise these two first. Rahu's Skill 1 is responsible for most of his damage and receives significant damage multiplier increases per level - maxing this will improve his damage potential.
Rahu synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Rahu present within in all content available in the game.
DokiDoki F2P Team #6
Content: DokiDoki || Team type: F2P || Time: 3-4m
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