ViceBuild and Guide

Character
Introduction

Vice is a R character from the
Constant
Constant element who is part of the Faltering District faction. The character is also known by the Rogue Crew title.

To learn more about Vice check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Vice check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Teams

Profile

Stats (Lvl 50)

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.

HP
HP

16486

11389 + 5097

DEF
DEF

829

617 + 212

ATK
ATK

1123

816 + 307

SPD
SPD

124

115 + 9

CRIT Rate
CRIT Rate

10%

10% + 0%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

32%

0% + 32%

Effect RES
Effect RES

0%

0% + 0%

Skills

Vice 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!

Skill 1

Primate Ruler

Cooldown: 0

Tags: Taunt, Single DMG

Vice smashes a single enemy with his mace, dealing 2 hit(s) of 60% damage with additional damage equal to 8% HP and a 30% chance for each hit to inflict a 1-turn [Taunt].

Level 2: Increases the rate of additional DMG Dealt based on own HP to 7%.

Level 3: Increases the chance of inflicting [Taunt] to 25%.

Level 4: Increases the rate of additional DMG Dealt based on own HP to 8%.

Level 5: Increases the chance of inflicting [Taunt] to 30%.

[Taunt]: Automatically casts 1 skill(s) on the taunting enemy and cannot take any other action.

Skill 2

Strike and Heal

Cooldown: 0

Tags: Single Heal, Purify

Each time Vice successfully inflicts a debuff on an enemy, he heals himself for 25% of his Max HP and purifies 1 debuff(s); with full HP, he heals the ally with the lowest HP percentage.

Level 2: Increases healing effect to 20%.

Level 3: Additionally purifies one debuff from self.

Level 4: Increases healing effect to 25%.

Level 5: Excess healing is transferred to the ally with the lowest HP percentage.

Skill 3

Golden Might

Cooldown: 3

Tags: ATK-, Turn Meter-, AoE

Vice gathers his power, leaping and smashing the ground with his mace, dealing 120% damage to all enemies with additional damage equal to 15% HP; there is a 65% chance to inflict a 2-turn [ATK-] and set the Turn Meter back by 30%.

Level 2: Increases the rate of additional DMG Dealt based on own HP to 15%.

Level 3: Increases [ATK-] duration to 2 turn(s).

Level 4: Increases the chance of [ATK-] and Turn Meter- to 65%.

Level 5: Reduces Skill CD by 1 turn(s).

[ATK-]: Decreases ATK by 40%.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

Healing Done +10%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect ACC +12%

P5

Prowess 5

Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.

Review

Ratings
T0.5

Generic PVE

T3

Aurora

T4

DokiDoki

T4

Terrormaton

T5

Union Boss + Phantom

T2

PVP

Review

Despite his low rarity, Vice sets himself apart as an incredibly useful and cost-effective Sustain/Debuffer hybrid, with remarkable Tank potential to boot.

Vice’s S2 is a passive Skill, acting as both a Heal and a Purify in one ability. Whenever Vice successfully applies a Debuff, he Heals himself for 25% of his Max HP and Purifies one Debuff from himself too. If Vice is already at full HP, or a portion of his Heal is enough to get him there, then the excess Healing is redirected to the ally with the lowest health, ensuring that Vice’s passive healing is never wasted.

This Skill is powerful on Vice thanks to his naturally tanky build, making his ST Healing potential incredible when paired with low HP Animuses, as well as his natural ability to spam Debuffs with both S1 and S3.

Vice’s S1 is a 2-hit single target ability that has a reasonable chance to inflict [Taunt] with each hit. On Vice, this skill turns into an incredible mix of CC + Healing, since every time the Taunt is applied Vice heals himself or another ally. Coupled with the Bramble set and the forced focus from the Taunt, Vice can also Heal from his counterattacks!

His S3 is just as ridiculous, offering an AOE [ATK-] and a 30% Turn meter decrease for all enemies with high chances to land. If the inherent power of those Debuffs paired with the Healing this can generate wasn’t enough, the ability is on a very short 3 turn CD, ensuring a high uptime on the ATK- and a frequent disruption of the Turn order.

This extreme synergy between each of Vice’s Skills make him a force to be reckoned with in any PVE content where you would need a Tank and a Healer with limited spots in the team. Typically, you can bring Vice to any challenge where Bosses can be repeatedly taunted and where your other Animuses aren’t likely to be one shot by AOEs. This includes, but is not limited to: Ember Trek, Anisync Echoes, Grim Pursuit, Ethernet Rally, etc.

Vice’s weakest PVE content are the Threshold Bosses, with enemies sporting high AOE damage, [Immunity] and [Purify], or various crippling effects that Vice can do little to prevent compared to more specialized Animuses.

In PVP, Vice also struggles quite a bit; He’s one of the slowest units, making it impossible to play around high SPD, and his kit cannot help in any way against Burst Damage. Still, it’s not impossible to find ways to exploit his kit, especially in GVG offense where you can pick your units based on the team you’re facing.

Pros & Cons
Pros

  • Can output a high amount of Healing while also controlling the enemy.

  • Can chain Taunt bosses, allowing you to ignore their mechanics.

  • Extremely cost-effective thanks to his R rarity.

  • Constant Affinity gives him no type disadvantage.

  • Excellent synergy within his own kit makes him rely on teammates very little.

Cons

  • Becomes useless if the enemy cannot be Debuffed.

  • The Purify from S2 only applies to himself.

  • Very slow.

Build

Early Game Builds

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:

Best Build

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.

Best Shells

1

Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.

Cannot stack with similar effects applied by other Shells.

Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.

The go-to Shell for Vice - Bramble allows him to chain Taunt the boss, ignoring a lot of its mechanics while at the same time healing himself and another ally. Since his S1 hits twice, if both Taunts land, he can heal himself/ally by 50% of hix max HP, making him a great healer on top. Artisan helps the team on top of that with the massive shields.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Bramble [8/8]
    >
  • 6 set:
    Matrix
    Colossguard [6/6]
    >
    Matrix
    Etherplague [6/6]
    >
Specialist Shells

Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.

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.

2

Before the owner takes action, if the owner has any debuffs, dispels 2 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.

Module Calcs/Information

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

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.

8 Piece sets:

1

4/8:  DEF +10%

8/8:  DEF +10%. Upon hit, Animuses have a 25% chance to counterattack with a basic attack.

Incredibly potent specialist set for DPS and Support characters. Grants the wearer a 25% chance upon being attacked to use their Basic ATK along with all its passive effects. Most powerful on characters with potent Basic Attacks that have passive effects and/or can redirect attacks toward themselves.

2

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:  DEF +25% & Effect RES +20%

A no-speed defensive choice for your Inferno 6P set. It can be worth it on some characters, specifically DEF stackers, but it often loses out to SPD-based alternatives.

2

6/6:  HP +25% & Effect ACC +20%

A non-speed alternative to Swiftsmite offering HP% instead. Usually not the preferred option, but may need to be used to fit within shell restrictions. It may also be used on HP stackers or tanky builds.

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.

Best Stats
Main Stat 1
Effect ACC
Main Stat 2
Effect ACC
Main Stat 3
DEF% >= HP%
Substats:

SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP

Stat comments

Vice has four stats to pay attention to across gear:

  • SPD: SPD is the most important stat for all supportive characters. Moving first and cycling faster is one of the key difference makers in being able to beat the hardest PVE content in the game and dominate PVP.
  • Effect ACC%: Improves the odds of Vice landing his debuffs and his kit relies on them landing - so make sure to invest into Effect ACC after you get his Speed as high as possible.
  • HP% & DEF%: Both HP and DEF are important to build - HP gives you a higher maximum hit and better one shot protection, especially when DEF down is present but DEF scales better with certain Shells as well as Shields while also making it easier for certain healers to do their job. A combination of both also works well unless your shell, kit or encounter calls for one or the other.
  • Effect RES%: Allows you to have a higher chance at resisting incoming debuffs allowing you to get lucky. A useful stat but not one to specifically chase.
Shell Passives
Slot 1
HP% > DEF% > HP > DEF
Slot 2
SPD > Effect ACC
Slot 3
Effect ACC (Gaze) > Effect ACC (Insight) > DMG Taken
Passive comments
  • Slot 1: Both HP% and DEF% are good choices here - one helps with his healing, other makes him more tanky and improves the Artisan shields.
  • Slot 2: Speed is better in most situations, but if you roll Effect ACC you can keep it for some time.
  • Slot 3: The stacking Effect ACC buff granted by Gaze is great and it becomes better the longer the fight lasts. Though, if you're running one-shot teams (or PVP a lot), you can consider using Insight instead as the fights are shorter and it gives you better boost initially.
Skill Priority
Skill Priority
Lv 5 S1 > Lv 5 S2 > Lvl 5 S3
Comments

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Synergies

Vice synergies aren't available yet. They will be added soon!

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Vice present within in all content available in the game.

Team 84

NicoNana Inferno #6

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

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Team 112

Rengokutsu Inferno #4

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

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