To learn more about Viper check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Viper 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.
12341
9174 + 3167
1169
815 + 354
1060
759 + 301
127
115 + 12
18%
10% + 8%
150%
150% + 0%
32%
0% + 32%
0%
0% + 0%
Viper 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!
Savage Fang
Cooldown: 0
Tags: Single DMG, Silence
Viper swings his Anima blade, dealing 2 hit(s) of 130% damage to a single enemy; the second hit has a 30% chance to inflict a 1-turn [Silence], and he gains 1 stack(s) of [Serpent Skin].
Cold-Blooded: At the start of the battle, gains 2 stack(s) of [Serpent Skin].
Level 2: Increases damage multiplier to 120%.
Level 3: Increases the chance of inflicting [Silenced] to 30%.
Level 4: Increases damage multiplier to 130%.
Level 5: At the start of the battle, Viper immediately gains 2 stack(s) of [Serpent Skin].
[Serpent Skin]: Upon reaching 4 stacks, when the passive is triggered again, the effect switches from consuming all stacks to using [Scale Slash] to counterattack.
[Silence]: Can only cast 1 skill(s).
Shifting Scales
Cooldown: 0
Tags: PASSIVE, Counterattack
For Viper, friends should never be abandoned, no matter what; reduces DMG Taken by all allies from critical hits by 30%. When any ally is attacked if he is not incapacitated, has a 12% chance to counterattack with [Savage Fang]. This chance increases to 60% when allies are Critically Hit
Counterattack can only be triggered once per turn.
Level 2: Increases damage reduction effect to 27%.
Level 3: Increases base Counterattack chance to 12%.
Level 4: Increases damage reduction effect to 30%.
Level 5: Increases the Counterattack chance when receiving CRIT hits to 60%.
Scale Slash
Cooldown: 3
Tags: AoE, ATK-, Dispel, SPD-
Viper unleashes Scale Slash with relentless aggression, dealing 270% damage to all enemies. There is a 75% chance to dispel 2 buff(s) and a 65% chance to inflict [ATK-] and [SPD-] for 2 turns.
Level 2: Increases the chance of inflicting [ATK-] and [SPD-] to 65%.
Level 3: Increases damage multiplier to 270%.
Level 4: Increases number of buffs dispelled to 2.
Level 5: Reduces Skill CD by 1 turn(s).
[ATK-]: Decreases ATK by 40%.
[SPD-]: Decreases SPD by 30%.
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 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
Viper has an impressive ceiling, being able to spam his S3 multiple times quicker than normal.
His S1 has a built-in passive that gives him 2 stacks of [Serpent Skin] at the start of battle, and gets an extra stack every time he uses his S1. When he reaches 4 stacks, he immediately uses his ultimate. On top of that, the S1 can also Silence, improving his already strong debuffing potential.
His S2 allows him to get stacks even quicker, as he’s going to counterattack with his S1 when an ally is attacked once per turn.
The S3 lowers the enemy’s ATK and SPD while also having a chance to dispel 2 buffs, which makes him a really good Dispeller that can continuously remove buffs and weaken the enemy. Furthermore, he has protection against crits for allies, thanks to which all allies take less DMG from Critical Hits.
While he does work in Aurora, Viper is more of a PVP specialist. Pairing him with buffers to allow him to go quicker and then weaken the enemies can be strong, with units like Tsukiyo Mi, Lily and Mio being great options. For Viper, debuff immunity can be a serious problem however, as it severely limits his capabilities if the dispel doesn’t go through, so Lingluo can be a dangerous adversary. However, against Helkid, he might shine even more, as he would be able to remove not only the debuff immunity, but the barrier alongside it.
Makes the entire team tankier just by existing.
Provides a constant source of Debuffs and Dispels.
Flexible build options.
Low Damage, especially in PVE.
Passive Damage reduction is useless if the enemies don’t Crit often.
Needs a lot of Skill levels, especially in PVP.
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.
1
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%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
A top tier option for Viper when played in teams that don't already have easy access to a SPD buff from characters like Lily. Will allow Viper to cycle much more quickly while also having excellent SPD based Matrix set options. Loses much of its potency if its SPD buff is already covered though.
Best Module Sets:
You can use
2
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.
If you're okay giving up some SPD shell options Artisan can also be a good defensive alternative. Use 12-PC Timeweave and 12-PC Swiftrush in this combination, ignoring the 6-PC set.
Best Module Sets:
3
For every 3 actions accumulated by enemy units, increases the owner's Turn Meter by 35%, and can be triggered up to 1 times per turn.
Grants the wearer a 35% gauge boost for every 3 enemy actions that occur, once per turn. A solid choice for Supports in content that sees multiple enemies acting per one turn of the wearer. Loses value against singular enemies or enemies that move slowly or not at all (due to control effects).
Allows Viper to more easily keep pace with absurdly fast PVE enemies while also having strong utility in PVP to cut in on enemy turn orders. Unfortunately cannot run a 6P SPD Inferno set. Use 12-PC Timeweave (or Bloodbath) and 12-PC Swiftrush in this combination, ignoring the 6-PC set
Best Module Sets:
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.
3
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 25%.
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.
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.
2
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Not as potent on Viper as some other characters but still incredibly nice when triggered - if you have no other Matrix set in mind instead of it 12P Timeweave is a good option.
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.
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.
3
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.
1
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.
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.
SPD > Effect ACC > HP% = DEF% > HP = DEF
Viper has four stats to pay attention to across gear:
S3 is the priority as you want to use it as often as possible and also increase the chance to inflict the debuffs there.
Viper synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Viper present within in all content available in the game.
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