To learn more about Senyu check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Senyu 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.
13374
10112 + 3261
829
617 + 212
1647
1137 + 509
143
128 + 15
18%
10% + 8%
182%
150% + 32%
0%
0% + 0%
0%
0% + 0%
Senyu 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!
Auric Feather
Cooldown: -
Tags: Single DMG, Turn Meter+
Though the Quill is soft, it harbors an unyielding tenacity. Deals 2 hit(s) of 120% damage to a single enemy. For every 1 SPD the target has below self, increases damage dealt by an additional 0.6%. When the last hit lands a CRIT, increases own Turn Meter by 15%.
Level 2: Increases damage multiplier to 110%.
Level 3: Increases the effect of Turn Meter+ to 15%.
Level 4: Increases damage multiplier to 120%.
Level 5: Increases the additional damage boost effect to 0.6%.
Sentinel Wings
Cooldown: -
Tags: PASSIVE, Immunity, SPD+
The radiant white wings shall protect all! After taking action, Senyu applies 1 stack(s) of [Lightwing] to self and a 1-turn [Immunity] to all allies. Can trigger even when unable to take action. If Senyu is able to take action, additionally applies 1 stack(s) of [Lightwing] to self.
Level 2: Increases the chance of applying [Immunity] to other allies to 80%.
Level 3: Increases the SPD boost effect of [Lightwing] to 5.
Level 4: Increases the chance of applying [Immunity] to other allies to 100%.
Level 5: If able to take action, additionally applies 1 stack(s) of [Lightwing].
[Immunity]: Cannot receive any Debuff effects, CD+, or Turn Meter reduction.
[Lightwing]: Increases SPD by 5, up to 12 stack(s). Undispellable.
Sacred Rite
Cooldown: 3
Tags: AoE, SPD+, Dispel
The will to protect shall render Adjudication! Senyu applies a 2-turn [SPD+] to all allies, then deals 4 hit(s) of 90% damage to all enemies, with each hit having a 30% chance to dispel 1 buff(s) from the target. For every 1 SPD the target has below self, increases damage dealt by an additional 0.6%.
Level 2: Increases damage multiplier to 80%.
Level 3: Increases the chance of dispelling buffs to 30%.
Level 4: Increases damage multiplier to 90%.
Level 5: Increases the additional damage boost effect to 0.6%.
[SPD+]: Increases SPD by 30%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
CRIT Rate +8%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
CRIT DMG +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
Senyu is a Reason Affinity SPD-type Damage Dealer, focused on AoEs and self-sufficiency.
Senyu’s S1 is a 2-hit ST attack that deals low damage in itself, but gains a lot of punch thanks to the SPD differential buff. For every 1 point of current SPD you have over the enemy’s current SPD, your attack deals an additional 0.4-0.6% damage. On top of that, whenever the second hit of the attack crits, Senyu gains 10-15% Turn meter.
Although the attack is good for a basic skill, the other two skills of Senyu are much more impactful and have more priority. Note that Senyu’s SPD nodes are on her S3, so there’s no reason to level up this skill before the others.
Senyu’s S2, Sentinel Wings, is a very powerful self-buffing skill, which can even buff the rest of your team. After Senyu takes action, she grants herself 1 stack of [Lightwing], an undispellable/unstealable etc. buff that grants her 4-5 SPD per stack, up to 12 times for a total of 48-60 extra SPD. At level 5, she gains another stack of [Lightwing] if she started the turn without being CCed.
She also grants herself a 1 turn [immunity] after taking action, with a 60-100% chance to grant [immunity] to the rest of her team.
If you want to bring Senyu in any Debuff/CC heavy scenario, getting the skill to level 4 is a top priority. Lvl5 is also amazing, but only matters if the fights last more than a couple of turns.
Her S3, Sacred Rite, is a powerful multi-purpose ability that does a bit of everything extremely well. She grants a 2-turn [SPD+] to the whole team, before attacking all enemies 4 times. Each hit comes with a 20-30% chance to dispel 1 buff on each enemy hit. Similar to the S1, the damage of the attack increases by an additional 0.4-0.6% for every point of current SPD Senyu has over the enemy she’s hitting. The additional damage is calculated separately for each enemy.
With 3 powerful effects combining one of the best buffs in the game, an abundant source of Dispel, and excellent damage against slowed enemies, Senyu’s S3 has a very high priority. Lvl3 is the bare minimum for PVP, while lvl5 represents a big damage increase, so long as you can modify the enemy’s speed before attacking. For burst, prioritise this skill over S2, otherwise, for PVP it is highly advised to raise S2&3 to level 4 and 3 respectively, and then bring S2 to 5 for DPS-oriented setups, or S3 for Burst.
Although sporting good damage and teamwide Buffs + Dispel, Senyu ends up more as a jack-of-all-trades, master of none in PVE. Immunity is readily available from excellent Sustains/Supports already. Dispel can be very valuable, but other dedicated Debuffers offer much more than just Dispels. On the damage side, Senyu is solid, but doesn’t perform great in single-target content compared to Liliam or Diting, and in AoE-focused stages, characters like Yeli or Kokardi can already fulfill her role very well. Honorable mention goes to her performance in Hollow Guild Boss, where a big SPD differential can be created and follow-up attacks can be spammed, skyrocketing her damage thanks to all of her built-in steroids.
In summary, if you do not explicitly need to fit as many roles into one, Senyu’s value goes down. PVE currently does not require such role compression.
In PVP, Senyu’s role compression is very much welcome, as each and every draft slot is of vital importance. Although her damage is very often not enough to play her as a solo cleave unit (depending on both the enemy draft and how much offensive stats you give her with gear), she shines in multiple Damage Dealer comps thanks to all the extra utility and good AoE damage she brings.
It’s worth noting that thanks to her very high natural SPD, Senyu can act as a very fast AoE Dispeller who also gives SPD+ and Immunity to her entire team, giving her some much-needed flexibility.
With the current state of Cleave and Turandot’s dominance, Senyu is one of the top contenders for a draft slot as DPS in the metagame. Although Senyu herself isn’t the threat, as Turandot can make most cleavers work amazingly at the time of Senyu’s release.
Unfortunately, with her SPD scaling, any SPD- effect massively impairs her performance as a Damage Dealer, on top of all the usual Damage-reducing Debuffs. Likewise, she prefers to be partnered with Dispel + SPD- Debuffers as they can remove the Immunity, Defensive Buffs, and apply the SPD- to create a big differential.
In conclusion, Senyu is a good Damage Dealer against any Hollow Affinity enemy, and she’s versatile enough to fit in multiple PVP strategies without difficulty. She does a lot of things well, but not to the point where she overshadows the rest of the roster and completely warps the meta around her.
Amazing SPD.
Low gear requirement as a Support/Dispeller.
Great Damage vs Hollow Affinity.
Great AoE potential in PVP.
Good role compression makes her flexible.
As a DPS, needs excellent gear.
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
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). In PvP modes, after being affected by Codex of Magic, skills that did not go on cooldown will have their maximum cooldown permanently increased by 1 turn. (a single skill can only be affected once by this increase).
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.
Best shell for short fights when you need Senyu for her dispel.
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%.
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.
A strong alternative that allows Senyu to cycle faster - better in longer fights.
Best Module Sets:
3
Before the main body acts, causes the main Animus to deal additional true indirect damage equal to 12% of the target's max HP with each critical hit during this turn (damage per hit cannot exceed 180% of own ATK). In PVP mode, this will be affected by Etherena Effect - Guardian Field, reducing damage by 30%.
Grants the wearer a buff for one turn on use. While the buff is active, each individual hit of damage dealt by the wearer that critically strikes will cause the target to suffer 12% of their HP as true damage (up to 180% of the wearer's ATK per individual hit). This damage cannot be increased outside of scaling ATK and cannot critically strike itself. Strongest on characters that hit multiple times with abilities, and even stronger in AoE scenarios with multi-hitting abilities. An ability that hits 4 times and hits all enemies (5) can lead to 20 Revelation activations.
Allows to abuse the Multi hit (4) on the S3 for good damage.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
3
Before the main body acts, causes the main Animus to deal additional true indirect damage equal to 12% of the target's max HP with each critical hit during this turn (damage per hit cannot exceed 180% of own ATK). In PVP mode, this will be affected by Etherena Effect - Guardian Field, reducing damage by 30%.
Grants the wearer a buff for one turn on use. While the buff is active, each individual hit of damage dealt by the wearer that critically strikes will cause the target to suffer 12% of their HP as true damage (up to 180% of the wearer's ATK per individual hit). This damage cannot be increased outside of scaling ATK and cannot critically strike itself. Strongest on characters that hit multiple times with abilities, and even stronger in AoE scenarios with multi-hitting abilities. An ability that hits 4 times and hits all enemies (5) can lead to 20 Revelation activations.
Revelation is Senyu's one and only build but it is a really good one. She has been a menace on the ladder ever since her release and she will continue to do so.
Best Module Sets:
Speed >>> CRIT Rate = CRIT DMG = ATK% > Flat ATK
Focus on S3 first and bring it to level 4. Next move to S2 and also level it up to the 4th level.
Senyu synergies aren't available yet. They will be added soon!
Teams
Senyu teams aren't available yet. They will be added soon.
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