To learn more about Tiamat check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Tiamat 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.
22815
16452 + 6363
830
618 + 212
943
653 + 290
132
117 + 15
18%
10% + 8%
150%
150% + 0%
0%
0% + 0%
20%
0% + 20%
Tiamat 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!
Thunder Spear
Cooldown: 0
Tags: Single DMG, Buff
Tiamat swings her spear to pierce the target, dealing 2 hit(s) of damage equal to 10% of her Max HP to a single enemy, consuming 8% of her current HP with each hit and adding real damage equal to 100% of the consumed amount.
Mother of Evolution: Takes 25% of damage for other teammates; for every 13% Max HP lost or healed, gains 1 stack(s) of [Bloodshed]. Upon reaching 8 stacks of [Bloodshed] enters [Ultimate Form], recovers 10% of her maximum HP and immediately gains an [Extra Turn].
Level 2: Increases the rate of DMG Dealt based on lost HP to 100%.
Level 3: Increases the percentage of damage sharing to 25%.
Level 4: When entering Ultimate Form, additionaly recovers 10% of max HP.
Level 5: Reduces the HP trigger rate of gaining [Bloodshed] to 13%.
[Bloodshed]: Each stack of [Bloodbath] increases healing received by 3%, up to a maximum of 20 stacks, and cannot be Dispelled.
[Ultimate Form]: Takes on the [Ultimate Form], gains and can only use [Purge Day]; loses increasing stacks of [Bloodshed] at the end of each turn (Turn 1: 2 stack: Turn 2: 4 stacks: Turn 3: 8 stacks: loses 16 stacks of Bloodshed every turn afterward); when there are no [Bloodshed] stack left, exits the [Ultimate Form]. This effect cannot be dispelled.
Seal of Life
Cooldown: 3
Tags: Shield, Heal Over Time
Tiamat establishes a mental bond with allies, consuming 25% of her current HP to apply a 2-turn [Heal Over Time] and [Shield] to all allies. The shield amount equals 120% of HP consumed. For every 1 stack(s) of [Bloodshed] Tiamat has, the shield amount increases by 5.0%.
Level 2: Increases the rate of shield based on consumed HP to 105%.
Level 3: Increases the shield provided by each stack of [Bloodshed] to 4.0%.
Level 4: Increases the rate of shield based on consumed HP to 120%.
Level 5: Increases the shield provided by each stack of [Bloodshed] to 5.0%.
[Bloodshed]: Each stack of [Bloodbath] increases healing received by 3%, up to a maximum of 20 stacks, and cannot be Dispelled.
[Heal Over Time]: When the turn starts, recovers 15% of Max HP.
[Shield]: Absorbs an equal amount of damage.
Eternity
Cooldown: 4
Tags: Taunt, AoE
Tiamat consumes her own life to empower her spear and throws it to penetrate enemies; consumes 30% of her current HP to deal 2 hit(s) of damage equal to 10% of her Max HP to all enemies, with a 50% chance to inflict a 1-turn [Taunt].
Level 2: Increases the chance of inflicting [Taunt] to 50% in standard form.
Level 3: Increases the rate of real damage added based on current HP to 11% in Ultimate Form.
Level 4: Increases the recovery percentage to 20% in Ultimate Form.
Level 5: Increases the rate of real damage added based on current HP to 13% in Ultimate Form.
[Taunt]: Automatically casts 1 skill(s) on the taunting enemy and cannot take any other action.
Purge Day
Cooldown: 0
Tags: AoE, Lifesteal
Tiamat unleashes purifying flames to incinerate enemies, dealing damage equal to 15% of her Max HP to all enemies, adding additional true damage equal to 13% of her current HP, and recovering HP equal to 20% of DMG Dealt. This skill does not generate CD.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Healing Received +10%
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
Nether Quarry
PVP
From Tanking, to healing, to damage dealing - Tiamat does it all. She is a tank that transforms into a damage dealer (while retaining her tankiness) after taking damage, or healing enough of her HP through her passive, [Mother of Evolution]. With it, she enters her ultimate form and gains an extra turn, allowing her to immediately use her skill 1, which does massive AOE damage. Besides her Ultimate Form, she still has AOE Healing over time, AOE Shields, and an AOE taunt, allowing her to be an oppressive unit in PVP while also being very good in PVE content, such as DokiDoki.
She's a great example of an early/mid game starter character that makes progressing through the PVE content easy, but while she still can be used in the highest difficulty stages, other characters overcome her later - especially in the 'speed' category, so how fast they clear a stage. Still, even outside of that, she's a menace in PVP and is very annoying to deal with.
Tiamat works extremely well with a unit like Lingluo and Sania in order to heal and get more stacks to get her closer to her Ultimate form. If you allow your opponent to pair her with those units in PVP, you won’t have a good time. Lily, too, is an amazing unit with Tiamat because of her built-in assist that procs on the S1, which can allow Tiamat to do twice as many of her AOE S1s in her [Mother of Evolution] state.
High AOE damage potential.
Hard to kill & can taunt.
Good team-wide sustain.
Low single-target damage output.
On auto, she will use her S3 first to Taunt enemies, while in PVE content (and even in PVP), you want her to start with S2 in a lot of cases - as her Shields are based on current HP.
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 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.
It can help her dispel some annoying debuffs that may make the run dangerous or slower to clear like SPD Down/Def Down/Stuns.
Best Module Sets:
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 35%.
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.
A great option to increase the survivability of this character in PvE. Works great on Tia to help her transform faster.
Best Module Sets:
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.
Safest option that lets you recover if Tiamat gets bursted.
Best Module Sets:
Below you can find some alternative setups you can use, but only in PVP.
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.
Amber is still the most generic good Tiamat build, but Gator is growing in popularity; it needs more testing to see which is best overall.
Best Module Sets:
2
When a unit dies in battle, Purifies all Debuffs from the host Animus, restores 50% Max HP, and increases Turn Meter by 30%. Only triggers once if multiple units die simultaneously.
Gator has been a breakout star of this format and it's quickly showing its strength on any HP Scaler. Highly recommend trying out Gator Tiamat if you can get good stats on it. While it is less useful in the single Tiamat carry teams, those are not really a thing anymore. Gator makes her way less reliant on the rest of her team and can act more like a solo protective Tank with good damage rather than a heal spammed carry.
Best Module Sets:
Core Build - HP% >= CRIT RATE >= CRIT DMG, Situational - SPD
Tiamat has four stats to pay attention to across gear:
Teams
The teams below come from our Teams database and showcase ANY team with Tiamat present within in all content available in the game.
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
Shadowrunner #2
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
NicoNana Inferno #3
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
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