To learn more about Victor check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Victor 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.
13816
10515 + 3301
829
617 + 212
1646
1137 + 509
128
116 + 12
18%
10% + 8%
182%
150% + 32%
0%
0% + 0%
0%
0% + 0%
Victor 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!
Monstrous Might
Cooldown: 0
Tags: Single DMG, Lifesteal
Victor delivers a continuous assault on a single enemy with monstrous might, dealing 3 hit(s) of 90% damage: if his current HP is below 40%, he recovers HP equal to 70% of the DMG Dealt.
Level 2: Increases damage multiplier to 85%.
Level 3: Increases the recovery percentage to 50%.
Level 4: Increases damage multiplier to 90%.
Level 5: Increases the recovery percentage to 70%.
Returner's Determination
Cooldown: 0
Tags: PASSIVE, DMG Boost, DMG Reduction
The closer Victor is to death, the more intense his battle desire becomes; For every 10% of his HP ration decreases, he increases damage dealt by 9% and reduces damage taken by 6%.
Level 2: Increases damage reduction to 5%.
Level 3: Increases damage boost to 7%.
Level 4: Increases damage reduction to 6%.
Level 5: Increases damage boost to 9%.
Puppet's Fury
Cooldown: 3
Tags: Single DMG, Shield
Victor unleashes his pent-up rage, launching a wild onslaught on a single target, dealing 4 hit(s) of 110% damage. Before using the skill, he sacrifices 40% of his current HP, which is then converted into a 110% proportionate [Shield] that lasts 3 turn(s).
Level 2: Increases damage multiplier to 100%.
Level 3: Increases the [Shield] conversion percentage to 90%.
Level 4: Increases damage multiplier to 110%.
Level 5: Increases the [Shield] conversion percentage to 110%.
[Shield]: Absorbs an equal amount of damage.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
CRIT DMG +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
Victor can dish out a fairly good amount of damage while having a much better personal sustain than almost all other DPS, making him quite useful for PVE content.
His S1 does a respectable amount of DMG, and has a lifesteal component if his health is low.
His S2 is a passive, which increases all of his damage, as for every 10% HP lost, he gets up to 9% DMG increase, while also gaining 6% damage reduction. This allows him to survive much longer, and coupled with his S3 that consumes 40% of his current HP before using the skill, turns him into a semi Nuker, his damage falling a bit short to be considered a pure Burst Animus, but with a slightly better sustained DPS in exchange.
Victor works especially well with offensive buffers since most of his survival is ensured by his own kit.
Keep in mind, however, that he can definitely get one-shot or get low quite quickly, so watch out for any Burst damage dealer in PVP.
Good mix of damage and personal sustain.
Disorder Affinity means no disadvantage in PVE.
His skill-ups have fairly low and linear values, and no CD reduction is locked behind a high skill level.
Doesn’t deal as much damage as purely offensive damage dealers.
Wound, Block and Dispel all threaten him greatly.
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.
Viktor can use other Shells but White Fang comes out ahead of them thanks to its incredibly high multipliers, great matrixes, stacking CRIT DMG and the fact its damage works with his passive. The main draw to using alternatives is accessing matrix sets White Fang doesn't have - like Battlewill.
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.
135.03%
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.
120.26%
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%.
118.15%
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 Victor multiple times and other teammates aren't covering his Speed requirements already.
116.55%
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. As a multi-hitter Viktor would prefer to use Momentum over Keeneye as a large portion of his attacks will be getting reduced bonuses from this set.
115.91%
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.
116.85%
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. Strongest on paper option for Victor, but sadly it's not available on White Fang.
115.96%
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.
111.11%
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.
110.95%
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 Victor multiple times and other teammates aren't covering his Speed requirements already.
108.84%
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.
114.77%
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. Best choice if your Victor's teammates aren't covering his Speed requirements already. Otherwise Furyedge is more damage.
111.54%
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.
107.19%
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.
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 Rate > CRIT DMG > ATK% > Flat ATK
Victor has four stats to pay attention to across gear:
When focusing on one of Viktors greatest stengths - his burst damage - both S2 and S3 offer substantial value but when it comes raw numbers, S2 has the edge. Maxing S2 enhances Victors DMG% bonus significantly while targetting S3 improves his utlimate damage multipliers.
Teams
The teams below come from our Teams database and showcase ANY team with Victor present within in all content available in the game.
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