To learn more about Tsutomu check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Tsutomu 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.
11300
8227 + 3073
680
482 + 198
1575
1080 + 495
133
121 + 12
10%
10% + 0%
182%
150% + 32%
12%
0% + 12%
0%
0% + 0%
Tsutomu 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!
Drifting Cloud
Cooldown: 0
Tags: Single DMG
Martial soul-searching; Tsutomu deals 240% damage to a single enemy.
Insight: Attacks on targets with debuffs guarantee CRIT hit.
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the CRIT Rate to 80%.
Level 4: Increases damage multiplier to 240%.
Level 5: Attacks on targets with debuffs guarantee CRIT hit.
Vanishing Shade
Cooldown: 3
Tags: Buff Steal, Single DMG
Training is never easy; Tsutomu deals 2 hit(s) of 160% damage to a single enemy, with each hit having a 60% chance to steal 1 random buff(s) from the target.
Level 2: Increases damage multiplier to 150%.
Level 3: Increases the chance of Buff Steal to 60%.
Level 4: Increases damage multiplier to 160%.
Level 5: Reduces Skill CD by 1 turn(s).
Lunar Blitz
Cooldown: 3
Tags: Single DMG, Heal Block, Block
The time for martial testing has come; Dojo Master Tsutomu deals 2 hit(s) of 240% damage to a single enemy; if the last hit crits, has a 100% chance to inflict a 2-turn [Wound] and [Block].
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the chance of inflicting [Wound] and [Block] to 80%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increases the chance of inflicting [Wound] and [Block] to 100%.
[Wound]: Cannot receive healing.
[Block]: Target cannot gain buffs.
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 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
Tsutomu is an interesting, but unfortunately underwhelming, Animus featuring a mix of damage and strong debuffs.
We position Tsutomu as an early-game Animus due to the passive tied to his S1, which, once at max skill level, guarantees him to Crit with all of his abilities upon attacking enemies with Debuffs. While the ability synergizes well with the rest of his kit and allows him to disregard Crit Rate from gear, this passive ability also means that enemies without debuffs take barely any damage from him while also making any potential Crit Rate stats worthless, forcing you to tune his gear a lot more finely than most DPS if you want to get the most out of him.
His S2 is a fairly weak damage-dealing option, but it comes with not one but two chances of Stealing Buffs from the enemy. This Skill has a lot of potential, but there are many Unstealable Buffs, and among those that can frequently be stolen, most can and will already be applied by your teammates. The Skill is best treated as a way to Dispel up to 2 Buffs.
His S3 is very simple and effective, inflicting good damage and applying [Wound] and [Block], two unusual and impactful Debuffs. So far, Tsutomu is one of the only 2 Animuses who can apply [Block], the other being the Disorder SSR Heinrich.
In both PVE and PVP, Tsutomu ends up as a jack-of-all-trades, master of none. His Debuffs are strong but won’t increase your Damage output, his personal Damage is on the higher end of the spectrum, but his gear tuning makes him difficult to exploit compared to other DPS.
If you can meet all the conditions to make him work, however, which are enemies that can be debuffed and optimized gear, Tsutomu picks up pace in the late-game once again to join the middle of the pack.
Very rare [Block] Debuff.
Can completely ignore Crit Rate.
Easy to build initially.
Hard to optimize gear-wise.
Can only debuff in ST.
His damage isn’t that impressive.
Requires a lot of skill levels on all skills to perform in both roles.
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.
100%
After the main body acts, it performs a [Follow-up Attack] on the primary target, dealing 2 instances of 110% damage each. If a [CRIT] occurs, it increases the main body Animus’s [CRIT DMG] by 6%, up to a maximum of 10 stacks.
Consistent and often best in slot option for most DPS characters when it comes to raw damage output in single target and often cases AoE. Deals 2 sizable hits on a 3 turn cooldown and grants a relatively quickly stacking buff amounting to 60% CRIT DMG once fully charged. Also has more flexible DPS matrixes than other options thanks to it possessing 12P Swiftrush.
As the go-to option for most DPS White Fang is unsurprisingly a top option on Tsutomu - what makes it better though is that his passive applies to White Fangs strikes, meaning its damage will also be guarenteed to critically strike against debuffed enemies.
Best Module Sets:
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
At the start of the battle, puts the owner Animus in a 1-turn [Void] state; afterward, for every 4 turn(s), enters a 2-turn [Void] state after the turn ends and increases ATK by 10%.
A PVP-focused defensive option for DPS characters, allowing them to enter the Void state at the start of battle, increasing their Effect Resistance by 60%, reducing the area DMG they take by 50%, and also making them un-targettable for its duration.
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.
128.36%
6 debuffs6/12: CRIT Rate +12%
12/12: CRIT Rate +12%. When attacking, for each debuff or control effect on the target, DMG increases by 6%, up to 36%.
Strongest Pure DPS 12P set for most characters, offering a maximum of 36% increased damage while the target has 6 debuffs. Not easy to build up to or maximize the full effect. The set does not boost Shell damage. Despite the CRIT RATE on this set bonus being entirely wasted due to Tsutomu's passive with enough debuffs on the enemy, it can still be his best choice for raw damage output.
122.57%
6/12: CRIT DMG +18%
12/12: CRIT DMG +18%. The first three instances of damage dealt by Animus during the turn increase by 25%, 15%, and 5% respectively.
A strong but character-dependent 12P DPS option. Grants a diminishing DMG% boost to attacks that is most powerful for single-hit abilities and weaker on characters with many multi-hit abilities. The boost does not apply to FuA or Shells. Tsutomu has some multi-hit abilities in his kit, but those hit counts are minimal, making Keeneye a competive option if you aren't using Momentum with high amounts of debuffs.
117.31%
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. This set should only be used if you are planning on looping on Tsutomu multiple times and other teammates aren't covering his Speed requirements already.
114.91%
4/12: ATK +10%
8/12: ATK +25%
12/12: ATK +45%
Generic DPS option for ATK scalers. Loses out to more specialised options, but is accessible.
114.18%
3 debuffs6/12: CRIT Rate +12%
12/12: CRIT Rate +12%. When attacking, for each debuff or control effect on the target, DMG increases by 6%, up to 36%.
115.62%
4/8: ATK +10%
8/8: ATK +10%. When an Animus lands a CRIT, the DMG result of that his increases by an additional 12%.
Go-to best option for most ATK + CRIT-based DPS characters when maximising raw damage output, thanks to its 12% DMG increase for the wearer (and their Shells) critical strikes.
114.49%
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.
110.78%
4/8: ATK +10%
8/8: ATK +10%. When Attacking, if the target's HP is above 50%, additionally ignore 30% of their DEF.
A solid alternative to Fury and other DPS 8P sets in teams that do not have access to [-DEF]. In these teams, it will perform above its listing, giving it a chance to compete with and outperform other options. Gets worse the more DEF ignore and reductions you have.
110.53%
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. This set should only be used if you are planning on looping on Tsutomu multiple times and other teammates aren't covering his Speed requirements already.
108.23%
4/12: ATK +10%
8/12: ATK +25%
12/12: ATK +45%
Generic DPS option for ATK scalers. Loses out to more specialised options, but is accessible.
113.87%
6/6: SPD +15% & ATK +20%
Best set for most ATK-based DPS thanks to it being present on most of the best DPS Shells. It loses significant value in teams where teammates can allow the DPS to run low-speed builds, making Furyedge a better choice.
106.79%
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.
105.62%
6/6: CRIT Rate +12% & CRIT DMG +20%
The top damage-focused option when speed isn’t a factor. In many endgame teams, the main DPS relies on their teammates to boost them, thus avoiding the need for Speed. This set pulls ahead of alternatives like Swiftraid/smite in these situations.
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.
2
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.
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.
SPD (Until Desired) > CRIT DMG > ATK% > Flat ATK
Tsutomu has four stats to pay attention to across gear:
We recommend levelling up S1 first to enable Tsutomu's 100% CRIT RATE passive to be in full effect. After that, both S2 and S3 have value depending on what you prefer. S2 offers a reduced cooldown - smoothing out Tsutomu's rotation significantly - while S3 improves his damage, while also increasing his chance to land his Wound and Block.
Tsutomu synergies aren't available yet. They will be added soon!
Teams
Tsutomu teams aren't available yet. They will be added soon.
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