To learn more about Fangus check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Fangus 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.
15140
10312 + 4828
830
618 + 212
1176
865 + 311
135
123 + 12
10%
10% + 0%
162%
150% + 12%
32%
0% + 32%
0%
0% + 0%
Fangus 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!
Viral Infection
Cooldown: 0
Tags: Single DMG, DoT
Fangus shoots virus-infected bullets at a single enemy, dealing 280% damage with a 35% chance to inflict 1 stack(s) of 1-turn [DoT].
Level 2: Increases damage multiplier to 260%.
Level 3: Increases the chance of inflicting [DoT] to 25%.
Level 4: Increases damage multiplier to 280%.
Level 5: Increases the chance of inflicting [DoT] to 35%.
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
Contamination
Cooldown: 0
Tags: PASSIVE, Follow-up ATK
Fangus recklessly spreads viruses; When other allies use damage-dealing skills, if he is not incapacitated there is a 50% chance for Fangus to Assist.
Level 2: Increases the chance of Follow-up Attack to 30%.
Level 3: Increases the chance of Follow-up Attack to 35%.
Level 4: Increases the chance of Follow-up Attack to 40%.
Level 5: Increases the chance of Follow-up Attack to 50%.
[Assist]: When any ally gets hit by an active attack, follows up on the main target with the basic attack.
Contagion Outburst
Cooldown: 3
Tags: DoT, Slow, AoE
Fangus shoots powerful virus bullets to cause chain explosions, dealing 250% damage to all enemies with a 100% chance to inflict 1 stack(s) of 2-turn [DoT] and [SPD-].
Level 2: Increases damage multiplier to 230%.
Level 3: Increases the chance of inflicting [DoT] and [SPD-] to 100%.
Level 4: Increases damage multiplier to 250%.
Level 5: Reduces Skill CD by 1 turn(s).
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
[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 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
Fangus has 2 major ways of being played, and both can excel in different types of content:
The first is the DoT focus. His S1 and S3 can both apply DoTs, with his S3 also applying SPD-. Those, coupled with his S2 passive that allows him to assist, let him stack DoTs extremely frequently and reliably on a single target. Usually, this setup is played to progress through the early/mid-game, especially in the inferno Shells as all he needs is HP, SPD and EFF ACC. This setup can also become more of a super Burst strategy, but Shadow Sania is mandatory in that case;
Fangus can also excel as a Follow-Up Attacker (FUA) in long fights where DoTs are ineffective, thanks to his passive. In that case, he’s built as a traditional DPS with full focus on offense, and the resulting DPS is more than impressive, as he can perform even better than most SSR DPS if all the conditions are met.
Overall, Fangus is especially good in PVE content, and serves as a viable budget alternative to Khloros for sustained Boss fights, and an accessible farmer for a few of the daily grinds.
In PVP, Fangus is going to struggle a lot unless the stars align and you manage to draft your team without any hindrance from the opponent.
Versatile playstyle, with two ways of being built for different encounters.
Very high personal Damage for a SR.
AOE SPD- with a high chance to land is not to be slept on.
Extremely hungry for Skill levels, S1 and S2 need to be improved, and S3 is advised if you bring him to AOE content.
DoTs are barely viable if he’s by himself.
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%
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.
Best Module Sets:
97.82%
99.69%
Before the owner takes action, increases their ATK by 1200 for 2 turn(s) and additionally applies a 2-turn [Life Leech - Shell] to them.
Grants the wearer 1200 Flat ATK and a buff allowing them to lifesteal 10% of the damage they deal while active. Damage-wise, the Shell is strongest for characters that don’t rely on their Shell for a large portion of their total damage, like Follow-Up attackers. The lifesteal effect of this Shell also makes it worth considering in PVP and PVE, even if it’s a damage downgrade.
As a follow-up attacker, Fangus gains more from Count than most other characters - this combined with the fact Fangus has surprisingly low base ATK. result in Count being one of his better options when played as CRIT and a competitive alternative to the unviersal White Fang.
Best Module Sets:
1
Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s).
The cooldown of the skill can't be reduced.
An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.
The go-to DoT shell, thanks to it assisting with applying more DoTs earlier in combat allowing for faster and more consistent kills. Battlewill is best for maximizing DoT application while Max SPD can be useful if you need Fangus to outspeed enemies or hit certain breakpoints.
Best Module Sets (Battlewill):
Best Module Sets (Max Speed):
2
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%.
A speed-based alternative for DPS characters to use instead of the mostly pure damage setups offered by Striker shells. Deals a large hit of damage, grants a 25% gauge boost, and offers the wearer the [SPD+] boost with 100% uptime on use. The downside of using this shell on DPS is that the matrixes are mostly support-focused, leading to suboptimal 12/8/6 set-ups or causing you to break sets and run 12P Swiftrush and an 8P set of your choice. Despite this downside, it can still be some characters’ top option. As with all speed-based sets on DPS, in teams that have gauge boosts for the DPS, it will lose value. Also, loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
Sustained alternative to Codex of Magic that gives up some up front power for permanant SPD up and action advancement. Loses a lot of its value in DoT teams that contain Lily as SPD up is already covered.
Best Module Sets (Battlewill):
Best Module Sets (Max Speed):
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.
Best Module Sets:
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.
133.74%
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.
119.77%
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%.
113.05%
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.
111.72%
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. A majority of Fangus's damage is follow-up attack, but Keeneye can't buff it, making this set underwhelming for him.
113.74%
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.
109.91%
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.
109.67%
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.
107.74%
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.
111.26%
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.
110.4%
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.
105.73%
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.
4
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
Fangus would prefer other stats rather than SPD - like ATK%, DMG% or CRIT related stats - but if you have nothing else it will still benefit him.
CRIT Rate > CRIT DMG > SPD (Until Desired) > ATK% > Effect ACC > Flat ATK
SPD (Until Desired) >= Effect ACC (Until Desired) > HP% > Flat HP
Fangus has five stats to pay attention to across gear:
Fangus has four stats to pay attention to across gear:
The lions share of CRIT Fangus's damage comes from his follow-up attacks, maxing out their chance to trigger is essential.
Fangus synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Fangus present within in all content available in the game.
Terrormaton Hell #5
Content: Terrormaton || Team type: Generic || Time: 1-2m
Terrormaton Hell #6
Content: Terrormaton || Team type: Generic || Time: 1-2m
Terrormaton Inferno #1
Content: Terrormaton || Team type: Generic || Time: 1-2m
NicoNana Inferno #2
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
Hoyan #6
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
Hoyan Inferno #1
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
Hoyan Inferno #3
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
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