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.
18506
13005 + 5501
969
745 + 224
1118
812 + 306
133
121 + 12
10%
10% + 0%
150%
150% + 0%
0%
0% + 0%
32%
0% + 32%
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!
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%.
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%.
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.
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
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:
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
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:
You can use
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:
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:
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.
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.
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.
SPD (Until Desired) > HP% > HP > = DEF% > DEF
Sania has two main stats and one bonus stat to pay attention to across gear:
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).
Sania synergies aren't available yet. They will be added soon!
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
Terrormaton Hell #5
Content: Terrormaton || Team type: Generic || Time: 1-2m
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
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