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

T4

Aurora

T0.5

DokiDoki

T0

Terrormaton

T0

Union Boss + Phantom

T0.5

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

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.

The go-to Shell for any healer that allows them to cycle faster in longer battles. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Cure [8/8]
    >
  • 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.

2

Each time the owner Animus heals, stores 35% of the healing and 70% of the excess healing. Before the owner takes action, if any ally's HP Percentage is below 60%, heals all eligible allies equally using all stored healing.

A healer specialised Shell that tracks 35% of all healing and 70% of all over-healing done by the wearer. When allies fall below 60% HP, it will heal them and all other eligible allies, depleting all currently tracked healing. Summed up boosts healing by 35% and saves 70% of all wasted healing, making this a potent sustain option.

Alternative option that exchanges SPD+ buff and faster cycling for better healing output. Can outperform Jackal Guard if you have a SPD+ buffer in the team.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Cure [8/8]
    >
    Matrix
    Strive [8/8]
    >
  • 6 set:
    Matrix
    Evolguard [6/6]
    >

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.

You can also use Supernova instead of Fortissimo - it depends what you like more.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Cure [8/8]
    >
    Matrix
    Strive [8/8]
    >
  • 6 set:
    Matrix
    Evolguard [6/6]
    >
Specialist Shells

Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.

1

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.

2

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.

3

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.

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%

The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.

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

4/12:  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-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.

2

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.

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.

4

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.

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:  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.

Best Stats
Main Stat 1
HP%
Main Stat 2
HP%
Main Stat 3
HP% = DEF% > Effect RES%
Substats:

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

Stat comments

Sania has three stats to pay attention to across gear:

  • SPD: Speed is the most important stat for any healer as it will allow them to cycle faster in combat and use their skills more often.
  • HP%: HP is next in line to both increase survivability and the healing Sania does.
  • DEF%: DEF is also a pretty important part of the damage formula - so get some of it where you can.
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
Lv 5 S3 > Lv 5 S2 > Lvl 5 S1
Comments

-

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 11

Terrormaton F2P Team #2

Content: Terrormaton || Team type: F2P || Time: 2-3m

Comments

-

Team 12

Terrormaton F2P Team #3

Content: Terrormaton || Team type: F2P || Time: 2-3m

Comments

-

Team 13

Terrormaton F2P Team #4

Content: Terrormaton || Team type: F2P || Time: 2-3m

Comments

-

Team 21

DokiDoki F2P Team #5

Content: DokiDoki || Team type: F2P || Time: 3-4m

Comments

-

Team 33

Starter #7 - Tiamat

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

Comments

-

Team 36

Jacques #1

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

Comments

Lian can be replaced by any DPS.

Team 38

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 39

Shadowrunner #2

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

Comments

-

Team 40

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 41

Kururu #1

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

Comments

-

Team 44

Febian #2

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

Comments

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

Team 47

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 51

NicoNana #1

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

Comments

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

Team 56

Sharon #1

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

Comments

-

Team 58

Hoyan #1

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

Comments

The classical F2P DoT team works wonders here - again.

Team 62

Rengokutsu #2

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

Comments

Alternate DoT team for Rengokutsu that's more defensive.