To learn more about Sania [Vengeful Thorn] check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Sania [Vengeful Thorn] 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.
18487
14761 + 3726
1081
745 + 336
1233
916 + 317
130
115 + 15
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
Sania [Vengeful Thorn] 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!
Vineburst
Cooldown: 0
Tags: Single DMG, DoT
Sania throws bramble vines at a single enemy, dealing 230% damage with a 50% chance to inflict 1 stack(s) of [DoT] for 2 turn(s).
Wither: Sania inflicts 1 stack(s) of [DoT] for 2 turn(s) on the target when dealing damage.
Level 2: Increases damage multiplier to 210%.
Level 3: Increases the chance of inflicting [DoT] through the passive to 100%.
Level 4: Increases damage multiplier to 230%.
Level 5: Increases the duration of [DoT] inflicted by the passive to 2 turn(s).
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
Illusion Thornscape
Cooldown: 3
Tags: Debuff, AoE
Sania sends vengeful seeds to all targets and makes them explode, dealing 240% damage to all enemies and extending their [DoT] by 1 turn(s).
Level 2: Increases damage multiplier to 200%.
Level 3: Increases damage multiplier to 220%.
Level 4: Increases damage multiplier to 240%.
Level 5: Reduces Skill CD by 1 turn(s).
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
Bramble Burial
Cooldown: 3
Tags: AoE, Debuff
Sania summons Negativium, activating dark curses on all enemies; she deals 240% damage and settles all their [DoT] immediately.
Level 2: Increases damage multiplier to 220%
Level 3: Reduces Skill CD by 1 turn(s).
Level 4: Increases damage multiplier to 240%
Level 5: Reduces Skill CD by 1 turn(s).
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
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
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 great PVE character belonging to the DoT (Damage over Time) archetype. Her whole kit revolves around DoT application: Every attack procs [Wither], which applies a DoT for 2 turns on every attack, her S1 has a 50% chance to add another DoT, with her S2 extending the DoT turn count. Upon use, Her S3 immediately 'triggers' all DoTs on the enemy, doing massive damage at once.
Also, DoT in this game deals fixed damage equal to 4% of the enemy's Max HP - it can't be reduced by damage reduction, either, so it's raw damage.
This hyper-specialized kit makes Sania a force to be reckoned with, at least in PVE. Indeed, she has proven herself to be one of, if not THE best speedrunning Boss killer for any PVE content that consists of 1 wave and isn’t straight up immune to DoTs. The incredible burst potential when paired with Fangus and Obol sets her apart from the rest of the Damage Dealers due to the very low requirements to exploit this combo (aside from obtaining her!). To top it off, her Disorder Affinity means she’ll never be disadvantaged, although she can still suffer from increased damage taken by Constant Affinity enemies.
A couple of glaring weaknesses balance out her ridiculous firepower however, namely her use in generic content and PVP. For generic PVE content, Sania offers very little damage, DoTs being almost exclusively designed to take down bosses, meaning multiple waves of smaller enemies take more damage from a single basic attack from any DPS than they do from a couple of DOTs.
In PVP, Sania’s entire mechanic can be countered in multiple ways: Ban one of her key teammates (like Obol), bring Immunity/Cleanse, Slows/Turn meter pushback, abundant healing, etc.
Insane Burst in PVE Bossing,
Type neutral for PVE,
The best teammates are two SRs.
So many ways to counter her kit in PVP,
No use in generic content - since DoTs scale off enemy HP,
DoT immune Bosses exist.
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.
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%.
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.
The go-to Shell for Dark Sania that allows her 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:
You can use
2
Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s).
The cooldown of the skill can't be reduced.
An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.
An alternative to Jackal Guard for more burst oriented teams - yes, even DoT can be build bursty and Dark Sania allows the archetype to exist. The goal is to stack as much DoT on the enemy so she can detonate them all after and Codex helps with that. Important, you will use her S2 twice first to extend the DoT and add more and then you will use S3 to detonate them.
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, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 50% in the current turn.
A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.
While DoTs can't be extended, the Efect ACC is a nice bonus.
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. Timeweave allows Dark Sania to cycle her skill faster, especially early on when you don't have them leveled up (as they have 4/5 CD then).
2
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.
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. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.
2
4/8: ATK +10%
8/8: ATK +10%. After the Animus uses an attack skill, there is a 20% chance to launch Follow-up Attack on the main target.
Grants all offensive actions a 20% chance to cause the wearer to use their Basic ATK. Most powerful in single-target scenarios and on characters with potent Basic Attacks that have passive effects tied to them. A great set that allows Sania to stack more DoT on enemies, but the issue is that it's not present on neither Jackal Guard or Codex of Magic, so you will have to break the set to use it - use 12 Swiftness and 8 Battlewill.
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.
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.
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.
SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP
Sania [Withered Shadow] has three stats to pay attention to across gear:
S1 is really good upgrade as it increases the chance to inflict an additional DoT whenever Sania deals damage and also increases the duration of them. Her S2 is next priority, followed by S3 - the goal of Sania teams is to end them quickly and ideally use her S3 only once per battle (to finish the enemy), so the CD reduction upgrades while looking great, aren't a must have.
Teams
The teams below come from our Teams database and showcase ANY team with Sania [Vengeful Thorn] present within in all content available in the game.
Terrormaton Team #3
Content: Terrormaton || Team type: Generic || Time: 1-2m
NicoNana #4
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
The premium DoT team that can deal with the boss before it can even move with proper gearing.
Hoyan #3
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
The premium DoT team that can deal with the boss before it can even move with proper gearing.
Rengokutsu #6
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
The premium DoT team makes a comeback.
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