SaniaBuild and Guide

Character
Introduction

Sania is a SR character from the
Hollow
Hollow element who is part of the Union faction. The character is also known by the Viruous Maiden title.

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

To learn more about Sania 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

18506

13005 + 5501

DEF
DEF

969

745 + 224

ATK
ATK

1118

812 + 306

SPD
SPD

133

121 + 12

CRIT Rate
CRIT Rate

10%

10% + 0%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

0%

0% + 0%

Effect RES
Effect RES

32%

0% + 32%

Skills

Sania 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

Twine Dance

Cooldown: 0

Tags: Turn Meter+, Single DMG

Sania whips the target with her soft vines; deals 240% damage to a single enemy, increasing her Turn Meter by 30% .

Level 2: Increases damage multiplier to 200%.

Level 3: Increases Turn Meter+ to 20%.

Level 4: Increases damage multiplier to 240%.

Level 5: Increases Turn Meter+ to 30%.

Skill 2

Dewy Essence

Cooldown: 0

Tags: PASSIVE, AoE Heal, Purify

Sania stores the power of creation. At the end of a turn, if not incapacitated, she heals the two allies with the lowest HP percentage and purifies 1 Debuff, with healing equal to 14% of her maximum HP; additionally, for every 1% of HP Sania loses, her healing effect increases by 0.6%.

Level 2: Increases healing effect to 13% of own Max HP.

Level 3: Increases the additional healing boost to 0.5%.

Level 4: Increases healing effect to 14% of own Max HP.

Level 5: Increases the additional healing boost to 0.6%.

Skill 3

Forest Heart

Cooldown: 3

Tags: Revive, Single Heal

Sania prays for blessing upon her teammates and applies 1 stack(s) of [All-Powerful Protection] and recovers 20% Max HP for an ally: this skill can revive a fallen target with the cost of an additional 2-turn CD.

Level 2: Increases Max HP boost and healing effect to 18%.

Level 3: Reduces the additional Skill CDs brought by reviving to 2 turns.

Level 4: Increases Max HP boost and healing effect to 20%.

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

[All-Powerful Protection]: Increases Max HP by 20%, up to 2 stacks, this effect cannot be dispelled.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

Healing Done +10%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect RES +12%

P5

Prowess 5

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

Review

Ratings
T0.5

Generic PVE

T3

Aurora

T1

DokiDoki

T1

Terrormaton

T0.5

Union Boss + Phantom

T0

PVP

Review

Sania is a phenomenal healer for most content, having a very consistent kit. First, her S1 increases her turn meter while healing. The heal comes from the S2’s passive, where she heals two allies and purifies a debuff from them. So, besides the S3, you’re still healing every single turn in a very simple manner as all you spam your S1. Her S3 can increase an ally’s max HP with the buff she applies called [All-Powerful Protection]. Not only that, it can also revive an ally, but at the cost of the Skill Cooldown increasing to 5 turns instead of 3.

Sania is amazing for PVP and many bosses in PVE, including DokiDoki, as she is simple yet very effective. HP scalers and otherwise tanks like Tiamat gain great mileage from being paired with her, but any DPS can benefit from the pairing.

She won’t overlap with other kits, so running her in a debuff or buff setting, too, will work. You can also try to play a double healer team, maybe even with a Helkid to make it extremely difficult to die.

Pros & Cons
Pros

  • Can spam Cleanses.

  • Has Max HP buff + Revive.

  • Potent AoE Heals.

  • Self Turn Meter Up offers excellent turn acquisition.

Cons

  • Cannot heal the whole team at once.

  • Lacks offensive tools.

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

1

For every 3 actions accumulated by enemy units, increases the owner's Turn Meter by 35%, and can be triggered up to 1 times per turn.

Grants the wearer a 35% gauge boost for every 3 enemy actions that occur, once per turn. A solid choice for Supports in content that sees multiple enemies acting per one turn of the wearer. Loses value against singular enemies or enemies that move slowly or not at all (due to control effects).

Allows Sania to more easily keep pace with absurdly fast PVE enemies while also having strong utility in PVP to cut in on enemy turn orders. Unfortunately cannot run a 6P Speed Inferno set.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Cure [8/8]
    >
    Matrix
    Strive [8/8]
    >
    Matrix
    Wellspring [8/12]
    >
  • 6 set:
    Matrix
    Evolguard [6/6]
    >
    Matrix
    Etherplague [6/6]
    >

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 Sania when played in teams that don't already have easy access to a Speed buff from characters like Lily. Will allow Sania to cycle much more quickly while also having excellent Speed based Matrix set options.However, this Shell loses much of its potency if its Speed buff is already provided for.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Cure [8/8]
    >
    Matrix
    Bulwark [8/8]
    >
    Matrix
    Wellspring [8/12]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >
    Matrix
    Evolguard [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.

3

Before the owner takes action, empowers the owner Animus to increase their healing by 35% for 2 turn(s). If the healed target's HP Percentage is below 75%, additionally applies a 1-turn [Heal Over Time] to them.

An alternative healing choice to Fortissimo that grants a 35% healing output boost buff and causes their healing abilities to apply a 1-turn heal over time on allies healed below 75%. The heal over time heals for 15% of the target's max HP. Offers more active bonuses than Fortissimo.

If your Sania is struggling to keep the team alive or you have to counter a heal based mechanic like Auroras Cursed Shield this Shell will help you.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Cure [8/8]
    >
    Matrix
    Bulwark [8/8]
    >
    Matrix
    Wellspring [8/12]
    >
  • 6 set:
    Matrix
    Evolguard [6/6]
    >
    Matrix
    Colossguard [6/6]
    >

4

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.

Grants your Sania with an exceptional personal defense while also granting another team mate a huge 2 turn Shield improving your teams survivability dramatically. Even though this Shell conflicts with Sania's goal of building HP%, it's still a viable option, continue running HP% Modules as a priority though.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Strive [8/8]
    >
    Matrix
    Bramble [8/8]
    >
    Matrix
    Unbreakable [8/12]
    >
  • 6 set:
    Matrix
    Colossguard [6/6]
    >
    Matrix
    Etherplague [6/6]
    >
Specialist Shells

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.

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

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 Piece sets:

1

4/8:  HP +10%

8/8:  HP +10%. Healing Effect increases by 25%.

Potent set for boosting healing output. The go-to 8P option for all characters looking to maximise their sustain and don’t have a need for another 8P.

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:  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. Sania's Basic Attack boosts her gauge by 30% whenever using her Basic Attack making Bramble a strong choice for cutting in on turn orders in both PVP and PVE.

4

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.

1

6/6:  Healing Effect +12% & Effect RES +20%

A no-speed sustain-enhancing choice for your Inferno 6P set. It may need to be used to work around shell restrictions, or if SPD isn’t a priority, and you would instead prefer more defense and healing output. Increases Sania's healing ratios making it one of her top options if you're not chasing pure Speed or survivability.

2

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

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.

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.

3

6/6:  HP +25% & Effect ACC +20%

A non-speed alternative to Swiftsmite offering HP% instead. Usually not the preferred option, but may need to be used to fit within shell restrictions. It may also be used on HP stackers or tanky builds.

Best Stats
Main Stat 1
HP%
Main Stat 2
HP%
Main Stat 3
HP%
Substats:

SPD (Until Desired) > HP% > HP > = DEF% > DEF

Stat comments

Sania has two main stats and one bonus stat to pay attention to across gear:

  • SPD: SPD is the most important stat for all supportive characters. Moving first and cycling faster is one of the key difference makers in being able to beat the hardest PVE content in the game and dominate PVP.
  • HP%: Sania's next best stat after SPD is HP%. The reason for this is that her passive which is responsible for the majority of her healing heals allies based on her maximum HP%. As a result increasing Sania's HP directly scales her healing output signifiicantly.
  • DEF%: As a lesser priority DEF isn't a bad choice and will improve Sania's survivability while also synergising with some of her Shell options but wont improve her healing output.
  • Effect RES: Allows you to have a higher chance at resisting incoming debuffs allowing you to get lucky. A useful stat but not one to specifically chase.
Shell Passives
Slot 1
HP% > HP > DEF% > DEF
Slot 2
SPD > Healing Done
Slot 3
DMG (Synergy) > DMG Taken (Defensive Stance) > DMG Taken
Passive comments
  • Slot 1: HP% is optimal, but if you're lacking in materials Flat HP can also be used. If you get DEF% or DEF of higher rarity, keep it though for now.
  • Slot 2: Speed is king in this slot for any healer, but Healing Done can work in the meantime.
  • Slot 3: Synergy is great on any healer as it allows them to boost the damage their party members will deal by simply healing them. If you don't need that, you can focus instead of improving the survivability by getting the DMG Taken talents.
Skill Priority
Skill Priority
Lv5 S1 = Lv5 S2 = Lv5 S3
Comments

All of Sania's skills are valuable, some moreso than others in certain teams though. Sania's S1 will improve her cycling Speed dramatically and is a good general choice to raise first if you want more general cleansing and healing. S2 improves Sania's raw healing output and is usually good to level alongside or after her S1. S3 is more specific as it wont offer the same total healing or cleansing increase that S2 and S1 do but will allow you to improve Sania's revival ability in multiple ways, most notably cooldown reductions. Usually only a priority in teams with a particuarly high HP ally Sania's current HP healing is ineffective against or while in teams with characters that desires Sania's HP% increase buff more frequently (Tiamat is an exmaple of both).

Synergies

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

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Sania present within in all content available in the game.

Team 9

Aurora Hell #9

Content: Aurora || Team type: Generic || Time: 2-3m

Comments

-

Team 16

DokiDoki Hell #1

Content: DokiDoki || Team type: Generic || Time: 4-5m

Comments

-

Team 19

DokiDoki Hell #4

Content: DokiDoki || Team type: Generic || Time: 4-5m

Comments

-

Team 20

DokiDoki Hell #5

Content: DokiDoki || Team type: Generic || Time: 4-5m

Comments

-

Team 21

DokiDoki Hell #6

Content: DokiDoki || Team type: Generic || Time: 4-5m

Comments

-

Team 39

Terrormaton Hell #5

Content: Terrormaton || Team type: Generic || Time: 1-2m

Comments

-

Team 54

Starter #7 - Tiamat

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 57

Jacques #1

Content: Grim Pursuit || Team type: F2P || Time: -

Comments

Lian can be replaced by any DPS.

Team 59

Shadowrunner #1

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

Lian can be replaced by any DPS (or Tiamat if you have her).

Team 60

Shadowrunner #2

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

-

Team 61

Apate #1

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

Lingluo and Freya are both excellent and perform better than Sania, allowing you to more easily bring non-Hollow Units.

Team 62

Kururu #1

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

-

Team 66

Febian #3

Content: Grim Pursuit || Team type: Generic || Time:

Comments

-

Team 67

Febian #4

Content: Grim Pursuit || Team type: Generic || Time:

Comments

-

Team 69

Whitney #2

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

The go-to F2P DoT team that works amazing against most bosses.

Team 90

Sharon #5

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

-

Team 107

Rengokutsu #3

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

-