HelkidBuild and Guide

Character
Introduction

Helkid is a SSR character from the
Reason
Reason element who is part of the R.C.S. faction. The character is also known by the Scarlet Ironveil title.

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

To learn more about Helkid 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

14046

10724 + 3322

DEF
DEF

899

681 + 218

ATK
ATK

1504

1023 + 481

SPD
SPD

136

121 + 15

CRIT Rate
CRIT Rate

30%

10% + 20%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

0%

0% + 0%

Effect RES
Effect RES

0%

0% + 0%

Skills

Helkid 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

Shadow Briar

Cooldown: 0

Tags: Stun, Single DMG

Helkid forms several black cyrstaline spikes at his shoulder and fires them at the target, deals 240% damage to a single enemy with a 50% chance to inflict a 1-turn [Stun]; When Helkid has [Shroud Barrier], this chance increases to 100% .

Level 2: Increases damage multiplier to 220%.

Level 3: Increases the chance of [Stun] to 40%.

Level 4: Increases damage multiplier to 240%.

Level 5: Increases the chance of [Stun] to 50%.

[Stun]: Target cannot take action.

[Shroud Barrier]: Absorbs an equal amount of damage and grants immunity against all debuffs for its duration.

Skill 2

Crystal Strike

Cooldown: 3

Tags: ATK-, AoE

Helkid consolidates a giant dark spike that instantly pierces the ground beneath the target's feet, dealing 300% damage to all enemies witha 100% chance to inflict a 2-turn [ATK-] on them. If Helkid has [Shroud Barrier], 50% of the damage dealt will be added to [Shroud Barrier], up to a maximum of 150% of his own ATK.

Level 2: Increases damage multiplier to 300%.

Level 3: lncreases the percentage of additional damage added by [Shroud Barrier] to 50%.

Level 4: Increases the chance of inflicting ATK- to 100%.

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

[ATK-]: Decreases ATK by 40%.

[Shroud Barrier]: Absorbs an equal amount of damage and grants immunity against all debuffs for its duration.

Skill 3

Shroud Barrier

Cooldown: 4

Tags: Shield, AoE

A Shroud Barrier appears behind Helkid, unleashing an Anima torrent that crystallizes into countless spikes raining down from above, dealing 3 hit(s) of 110% damage to all enemies: applies [Shroud Barrier] equal to 240% of own ATK to all allies.

Level 2: Increases the shield of [Shroud Barrier] to 220% ATK.

Level 3: Increases damage multiplier to 110%.

Level 4: Increases the shield of [Shroud Barrier] to 240% ATK.

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

[Shroud Barrier]: Absorbs an equal amount of damage and grants immunity against all debuffs for its duration.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

Shield Provided +8%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

CRIT Rate +8%

P5

Prowess 5

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

Review

Ratings
T0.5

Generic PVE

T2

Aurora

T4

DokiDoki

T0.5

Terrormaton

T0.5

Union Boss + Phantom

T0.5

PVP

Review

Helkid is a fantastic Sustain and Debuffer hybrid who also packs a punch.

His whole kit revolves around the unique Shield he can apply via his S3 skill - the shield is team-wide, and it has a special perk that provides Immunity to debuffs while it's active. The barrier's capacity scales with his ATK, which enables you to build him a bit more offensively - but you should still focus on Speed and Effect ACC first (to land the debuffs on his S1 and S2). Speed is really important, as if your Helkid is slow and enemies move before him, he won't protect anyone.

Helkid is your typical bruiser that can protect the team, hinder enemies, and hit them decently hard - still with how much different stats he wants, he never will be a main DPS material, and more of a sub DPS. But that's more than enough. His kit makes him a menace in PVP, but he still works decently well in PVE content due to his versatility.

Just keep in mind that his S2 only refills his own shield, not the team's shield. So he needs to be able to 'cycle' fast, to continue protecting the team.

Pros & Cons
Pros

  • His Shield is chunky and offers debuff immunity to the whole team,

  • Can Stun and reduce ATK of enemies,

  • Can be built as pure shield support/debuffer or a sub-dps, giving you a lot of options to use him.

Cons

  • Very annoying to build - you want ATK for the shield, Effect ACC for the debuffs, and Crit Rate/Crit DMG to deal good damage. Trying to balance that will be annoying,

  • Can only apply Shield to allies using S3.

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

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.

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%.

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.

A 'support-oriented' Shell and Module setup for Helkid that focuses on him cycling as fast as possible - since only his S3 applies a shield to allies, giving them Immunity to debuffs, you want him to use the skill again as soon as possible. And Jackal Guard that provides him with SPD+ together with Timeweave will make him fast and give him a chance to reduce his skills cooldown.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Bulwark [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >

You can use

Black Flag
Black Flag
as a good alternative early on instead of Jackal Guard - it also provides SPD+ buff and turn meter advance. Basically, it's the same shell, but lower rarity and weaker. Use the following module combination with it:

  • 12 set:
    Matrix
    Swiftrush [12/12]
  • 8 set:
    Matrix
    Bramble [8/8]
  • 6 set: None - early one you can't use an Inferno set.

2

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.

A 'DPS-oriented' Shell and Module setup for Helkid if you want to lean more into his DPS side, but keep in mind that he is a Sustain in the first place - so his damage output will not be that impressive even if you only focus on DPS stats. Keep in mind that it will hurt his team support as his S3 shield will be refreshed less often.

Best Module Sets:

  • 12 set:
    Matrix
    Onslaught [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Momentum [12/12]
    >
    Matrix
    Keeneye [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Harvest [8/8]
    >
    Matrix
    Fury [8/8]
    >
    Matrix
    Onslaught [8/12]
    >
  • 6 set:
    Matrix
    Swiftraid [6/6]
    >
Specialist Shells

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

1

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.

2

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.

3

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.

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%

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.

2

6 debuffs

6/12:  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.

3

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.

8 Piece sets:

1

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.

2

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.

3

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.

4

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.

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.

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.

Best Stats
Main Stat 1
ATK%
Main Stat 2
ATK% >= CRIT Rate
Main Stat 3
Effect ACC >= CRIT DMG
Substats:

SPD (Until Desired) > ATK% > Effect ACC (Until Desired) > CRIT Rate = CRIT DMG > Flat ATK

Stat comments

Helkid has five stats to pay attention to across gear:

  • SPD: The most important stat for Helkid - you want him to go fast to apply his S3 shield to allies, but also cycle fast, so he can use the skill again.
  • ATK%: Next in priority is ATK% that will improve the shields capacity. Still, it's easy to hit diminishing returns, so you don't need to fully focus on ATK%, ignoring other stats.
  • Effect ACC: S1 and S2 have debuffs attached to them, so getting some Effect ACC will help with landing them more often.
  • CRIT Rate / CRIT DMG: Once you get enough SPD, Effect ACT, and ATK, you can start working on CRIT stats to improve his damage.
Shell Passives
Slot 1
ATK% > ATK
Slot 2
SPD
Slot 3
Effect ACC (Gaze) => Synergy
Passive comments
  • Slot 1: ATK% is optimal, but if you're lacking in materials Flat ATK can also be used.
  • Slot 2: Best in slot option in this slot for Helkid.
  • Slot 3: Gaze is the optimal choice, but you can also use Synergy so he buffs the damage of all allies.
Skill Priority
Skill Priority
Lv 5 S3 > Lv 5 S1 > Lv 5 S2
Comments

Helkid's S3 is most important as it's the source of his teamwide shield. Next focus on S2 to improve the damage and reduce cooldown.

Synergies

Helkid 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 Helkid present within in all content available in the game.

Team 37

Starter #3 - Helkid

Content: Campaign || Team type: F2P || Time: -

Comments

-

Team 50

Kururu #2

Content: Grim Pursuit || Team type: Generic || Time: 1-2m

Comments

-