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.
The go-to Shell for Viper that allows him to cycle faster in longer battles. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit.
Best Module Sets:
You can use
2
Every 2 time(s) the owner Animus uses 1 skills, increases the owner's final damage by 5% and Effect ACC by 7%, up to 8 stacks.
A hybrid DPS/Debuffer shell that provides DMG% and Effect ACC. Take some time to stack the buff, so it's only viable for longer battles. Keep in mind the description is wrong and you only get a stack when you use S1.
An alternative setup if you want to play a hybrid DPS/Debuffer Viper build - he can quickly stack Golden Lion buffs because he uses his S1 often.
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.
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 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.
3
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.
1
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.
2
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.
3
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-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.
4
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: 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.
2
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.
SPD (Until Desired) > Effect ACC (Until Desired) > CRIT Rate = CRIT DMG > HP% > Flat HP
Viper has three 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
Viper teams aren't available yet. They will be added soon.
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