To learn more about Santik check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Santik 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.
15074
11658 + 3416
997
678 + 319
1293
971 + 322
139
124 + 15
18%
10% + 8%
150%
150% + 0%
32%
0% + 32%
0%
0% + 0%
Santik 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!
Noisewraith
Cooldown: -
Tags: Purify, Recover, DMG Boost
More noise, more frenzy—let the night ignite! Santik strikes the strings, dealing 240% damage to a single enemy and purifying 1 debuff(s) from the ally with the most debuffs, or 2 debuff(s) on a CRIT.
Frenzy Beat: When allies trigger a CRIT, restores HP equal to 20% of the damage dealt; the first CRIT each turn permanently increases all allies’ CRIT DMG by 5%, stacking up to 20 times.
Level 2: Increases damage multiplier to 220%.
Level 3: This effect can trigger CRIT, and upon CRIT, additionally purifies 1 debuff(s).
Level 4: Increases damage multiplier to 240%.
Level 5: Increases CRIT DMG boost to 5%.
[Frenzy Beat]: Each stack increases CRIT DMG by 5%, up to 20 stacks. Undispellable.
Pulsehowl
Cooldown: 3
Tags: CD+, CRIT Rate-, ACC-
Come on! Come on! Play along with me! Let this piece set the night sky ablaze! Santik plays frenzied notes, dealing 240% damage to all targets with a 45% chance to increase the target’s Animus and Shell Skill CD by 1 turn(s), and a 65% chance to inflict a 2-turn [CRIT Rate-] and [Effect ACC-].
Level 2: Increases damage multiplier to 240%.
Level 3: Increases the chance of increasing Skill CD to 45%.
Level 4: Increases the chance of inflicting [CRIT Rate ↓] and [Effect ACC ↓] to 65%.
Level 5: Reduces Skill CD by 1 turn(s).
[CRIT Rate-]: Decreases CRIT Rate by 30%.
[ACC-]: Effect ACC decreased by 40%.
Blastaemon
Cooldown: 4
Tags: Extra Turn, Purify, Buff
Unleash it all—this is the universe’s Fortissimo! Santik plucks the strings with force, purifying 3 debuff(s) from all allies, applying 2 turn(s) of [CRIT Rate+] and [CRIT DMG+], with a 100% chance to immediately grant himself 1 extra action turn(s).
Level 2: Increases the chance of gaining an additional turn to 75%.
Level 3: Increases number of debuffs purified to 3.
Level 4: Increases the chance of gaining an additional turn to 100%..
Level 5: Reduces Skill CD by 1 turn(s).
[CRIT Rate+]: Increases CRIT Rate by 30%.
[CRIT DMG+]: Increases CRIT DMG by 50%.
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
CRIT Rate +8%
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
Santik is a Reason Affinity Support/Sustain hybrid, who revolves around critical strikes, both to heal and when it comes to his buffs.
Santik’s S1 is a single-target attack that can purify 1 debuff from the ally with the most debuffs, or 2 debuffs at once if his attack crits.
His passive, Frenzy Beat, is also tied to his S1 and has the potential to massively buff the damage output of his entire team. The first time an ally crits during a turn applies a stack of [Frenzy Beat] on each teammate, passively increasing the team’s CRIT Dmg by up to 5% per stack, capping at 20 stacks. This passive also provides Santik his main Healing tool, as any CRIT triggered by your team heals the attacking Animus by 20% of the Damage dealt, with no CD.
Stacks can also be obtained with counters during enemy turns, as those are also accounted for, and they do not “spend” your counterattacker’s stack once they take their own turn.
With the final upgrade boosting the potential Cdmg of each stack, leveling this skill to 5 is essential to fully realize Santik’s potential in mid to long-term battles.
The S2 is a potentially devastating AoE that can apply multiple crippling debuffs and negative effects. Each target hit has a 45% chance of seeing their CDs and their Shell’s CDs increased by 1 turn, on top of a 65% chance to inflict 2 turns of [CRIT Rate-] and [Eff ACC-], both exceptional tools at disrupting the enemy’s game plan.
Given how important this skill is to control the rhythm, getting it to level 4 is crucial, and level 5 should strongly be considered as long as you’re using your Santik outside of Burst setups.
Blastaemon, Santik’s S3, is surprisingly sweet despite a name you’d associate with your underground headbanger! Santik purifies 3 debuffs from each member of your team, before applying 2 turns of [CRIT Rate+] and [CRIT Dmg+] to all of them. After that, Santik grants himself an extra turn to really blast the enemies out of sync!
Without lvl4, the extra turn is not guaranteed, and so getting it there is the very first thing you should do. Strongly consider lvl5 once again if you expect your fights (and most importantly your Santik), to carry on past the first 3 or so turns.
Santik definitely earns his time under the spotlight, the S3 and S1 by themselves already being massive steroids for all CRIT-based compositions. ACC- is also very much welcome to limit the noise from debuff spammers, both during wave-type fights or against bosses. CRIT Rate- synergizes well with Santik’s style of Sustain, as he offers no defensive utility whatsoever, and the scariest thing that can happen is a huge hit or two that would take down your DPS.
Do keep in mind that, by nature, Santik does not work well with Debuffers and other Supports who sport very little personal DPS, as they won’t receive much Healing in the rare eventuality that they’d crit in the first place. In the same way, Santik is going to struggle a lot to keep himself alive as his damage remains low even if he crits. For these reasons, and thanks to his very potent offensive utility, it’s pretty easy and often important to pair Santik with a more Defensive Sustain who can ensure the team will remain in top form.
In PVP, Santik is a high-risk, high-reward performer. His ability to massively purify the team before chaining with a potential full team cripple can instantly swing fights in your favor. He also pairs extremely well with nearly all damage dealers, regardless of their Main Stat scaling.
He is not without downsides, however, as he requires heavy fine-tuning and his S2 can be resisted; this missed note often becomes the first step of his team’s downfall.
While most nukers don’t need the extra amp he’s got to offer, the same cannot be said for most AoE attackers and Bruisers, with their extra attacks or frequent counters, as those not only benefit from the initial CRIT buffs from S3, but their ability to quickly ramp up the Frenzy Beat lets them heavily capitalize on it with little to no need for other offensive utility but the one Santik provides. He also pairs well with the likes of Heinrich, who can further enhance CRIT stats through his debuffs.
His main concern comes from nukers who can quickly dispatch him, or fine-tuned teams relying on immunity to shrug off his S2 and focus on his teammates.
Santik is a fresh take on the offensive Support/Healer hybrid, with a very high offensive utility under the right conditions. His S3+S2 combo makes him excellent in PVP, and Frenzy beat can elevate the damage of any DPS to new heights in PVE while turning the average but constant damage of bruisers into an oppressive firepower in PVP, so long as you give them the time.
His main downside is the inability to heal anyone who doesn’t have a solid crit-based DPS, which definitely needs to be accounted for when building your teams.
S3 and S2 can be chained for devastating results.
Crit Rate + Crit Damage in one button press.
Mass AoE purification with short CD.
S2 can win you games by itself with ACC- and CD increase.
Passively increases Crit Damage by up to 100%.
Skills Level 1 are fine for burst setups.
Very little healing for non-DPS Animuses.
High Skill levels are required for PVP and longer fights.
Little to no defensive utility.
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
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.
Safe option that helps him cycle his skills faster by making him get his turns faster.
Best Module Sets:
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.
Strong option to help him with his sustain capability.
Best Module Sets:
3
After the original takes action, has a 100% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
His best in slot shell in terms of module sets options and skill cycle option when using with Timeweave+Swiftrush in long fights.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
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 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.
Alicorn is a good option to let you take advantage of his cleansing while still not ruining his other stats.
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.
Jackal Guard has some nice synergy with him as it lets him go to his next combo as fast as possible, and his first skill not doing any hits lets him hit Jackal and take full advantage.
Best Module Sets:
3
After the original takes action, has a 100% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
Running Halloween can let you do some truly funny things together withTimeweave - this build also works somewhat well withJackal, but Halloween can let you back to back s3 s2 s3 s2 which is very powerful, but on the other hand he becomes very squishy. So if you can manage to protect him well enough it can be very strong.
Best Module Sets:
PVE: SPD (Until Desired) > DEF% = HP%; PVP: SPD (Until Desired) >= Effect ACC > DEF% = HP%
Santik has two main stats to pay attention to across gear for PVE:
-
Santik synergies aren't available yet. They will be added soon!
Teams
Santik teams aren't available yet. They will be added soon.
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