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
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.
20554
14643 + 5911
1085
850 + 235
1241
924 + 317
136
124 + 12
10%
10% + 0%
150%
150% + 0%
0%
0% + 0%
32%
0% + 32%
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% .
Sania whips the target with soft vines, dealing 240% damage to a single enemy and increasing her Turn Meter by 30%. Also, for each stack of [All-Powerful Protection] applied to the ally, increases their Turn Meter by 15%.
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%.
[All-Powerful Protection]: Increases Max HP by 20%, up to 2 stacks, this effect cannot be dispelled.
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%.
Sania stores the power of creation. If Sania is able to take action at the end of the turn, she heals the two allies with the lowest HP Percentage by 20% of her Max HP and purifies 1 debuff(s) from them. Her healing effect increases by 0.8% for every 1% HP she loses.
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%.
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.
Sania prays for blessings upon her teammates, purifying all debuffs from a teammate, applying 1 stack(s) of [All-Powerful Protection] to them, and recovering 20% of their max HP; 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.
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
Nether Quarry
PVP
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.
Can spam Cleanses.
Has Max HP buff + Revive.
Potent AoE Heals.
Self Turn Meter Up offers excellent turn acquisition.
Cannot heal the whole team at once.
Lacks offensive tools.
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:
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:
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:
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 for 2 turns 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:
1
Before the owner takes action, if the owner has any debuffs, dispels 3 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 triple cleanse and up to 75% Effect RES for 2 turns 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.
Best Module Sets:
Coming soon!
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 35%.
A strong personal sustain option for characters, granting them a 25% max HP restore and 35% 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.
Best Module Sets:
Coming soon!
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.
Best Module Sets:
Coming soon!
Speed > HP% >
Teams
The teams below come from our Teams database and showcase ANY team with Sania present within in all content available in the game.
DokiDoki Hell #1
Content: DokiDoki || Team type: Generic || Time: 4-5m
DokiDoki Hell #4
Content: DokiDoki || Team type: Generic || Time: 4-5m
DokiDoki Hell #5
Content: DokiDoki || Team type: Generic || Time: 4-5m
DokiDoki Hell #6
Content: DokiDoki || Team type: Generic || Time: 4-5m
Jacques #1
Content: Grim Pursuit || Team type: F2P || Time: -
Shadowrunner #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lian can be replaced by any DPS (or Tiamat if you have her).
Shadowrunner #2
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Apate #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lingluo and Freya are both excellent and perform better than Sania, allowing you to more easily bring non-Hollow Units.
Kururu #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Copyright © 2022 - 2026 Prydwen.gg