KlossBuild and Guide

Character
Introduction

Kloss is a SSR character from the
Hollow
Hollow element who is part of the 13th High School faction. The character is also known by the Phantom Hacker title.

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

To learn more about Kloss 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

15981

10985 + 4996

DEF
DEF

979

754 + 225

ATK
ATK

1181

869 + 312

SPD
SPD

143

128 + 15

CRIT Rate
CRIT Rate

10%

10% + 0%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

28%

0% + 28%

Effect RES
Effect RES

12%

0% + 12%

Skills

Kloss 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

Data Merge

Cooldown: 0

Tags: Debuff, Single DMG, Slow, Vulnerable

Kloss commands a drone swarm to strike, dealing 2 hit(s) of 120% damage to a single target; the final hit has a 70% chance to inflict 1 stack(s) of [Hacking Progress].

Level 2: Increases damage multiplier to 110%.

Level 3: Increases the chance of inflicting [Hacking Progress] to 70%.

Level 4: Increases damage multiplier to 120%.

Level 5: Increases all effect values of [Hack In!] by 5%.

[Hacking Progress]: Each stack increases damage taken by 5%, reduces damage dealt by an additional 10%, up to a maximum of 3 stacks. Upon reaching 3 stack(s), Kloss consumes all stacks at the end of her turn and is guaranteed to inflict the target with a 2-turn [Hack In!].

[Hack In!]: Cannot be inflicted with [Hacking Progress], increases damage taken by 25%, reduces damage dealt by an additional 40%, and cannot be Purified.

Skill 2

Tech Upgrade

Cooldown: 4

Tags: Steal Turn Meter, Turn Meter+, AoE

Kloss's deployes a force field with her drones, and the cat's phantom weaves throught it, dealing 220% damage to all enemies with a 75% chance to inflict 1 stack(s) of [Hacking Progress]; there is also a 80% chance to steal the target's Turn Meter and redistribute it evenly among all teammates. Every 1 stack(s) of [Hacking Progress] increases stealing amount by 10% with [Hack In!] counting as 4 stacks.

Level 2: Increases damage multiplier to 200%.

Level 3: Increases the chance of inflicting [Hacking Progress] to 75%.

Level 4: Increases damage multiplier to 220%.

Level 5: Increases Turn Meter steal chance to 80%.

[Hacking Progress]: Each stack increases damage taken by 5%, reduces damage dealt by an additional 10%, up to a maximum of 3 stacks. Upon reaching 3 stack(s), Kloss consumes all stacks at the end of her turn and is guaranteed to inflict the target with a 2-turn [Hack In!].

[Hack In!]: Cannot be inflicted with [Hacking Progress], increases damage taken by 25%, reduces damage dealt by an additional 40%, and cannot be Purified.

Skill 3

Formatting

Cooldown: 4

Tags: Debuff, DEF-, AoE

Kloss projects an electronic pulse bommb at enemy coordinates, detonating it and leaving behind her signature graffiti. Deals 260% AoE damage to all enemies, with a 100% chance to apply [DEF-] and [SPD-] for 2 turns, and a 100% chance to apply 2 stacks of [Hacking Progress] to the main target and 1 stack to the remaining targets.

Level 2: Increases damage multiplier to 240%.

Level 3: Increases the chance of inflicting [Hacking Progress] and [DEF-] to 100%

Level 4: Increases damage multiplier to 260%.

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

[Hacking Progress]: Each stack increases damage taken by 5%, reduces damage dealt by an additional 10%, up to a maximum of 3 stacks. Upon reaching 3 stack(s), Kloss consumes all stacks at the end of her turn and is guaranteed to inflict the target with a 2-turn [Hack In!].

[Hack In!]: Cannot be inflicted with [Hacking Progress], increases damage taken by 25%, reduces damage dealt by an additional 40%, and cannot be Purified.

[DEF-]: Decreases DEF by 60%.

[SPD-]: Decreases SPD by 30%.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

Effect ACC +12%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect RES +12%

P5

Prowess 5

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

Review

Ratings
T0

Generic PVE

T2

Aurora

T0

DokiDoki

T0

Terrormaton

T0

Union Boss + Phantom

T1

PVP

Review

Kloss is an absolute powerhouse debuffer, having a wide arsenal of crippling afflictions. Her unique debuff [Hacking Progress] stacks up to 3 times, each stack increasing the enemies’ damage taken by 5% and reducing their damage dealt by 10%. When 3 stacks are reached, the [Hack In!] debuff is applied, bringing the values to 25% damage increase and 40% reduced damage dealt (and it can’t be cleansed).

Basically, she can not only increase the damage enemies take but also reduce their outgoing damage. This is a really powerful combination that makes PVE content easier if you decide to use her.

Her S2 also has a chance to apply [Hacking Progress] to all enemies, while having an 80% chance to steal the target’s turn meter and redistribute it evenly between allies. When it comes to her S3, it can apply a [DEF-] and a [SPD-] in an AOE manner, while also applying stacks of [Hacking Progress] (2 on the primary target, 1 on the other targets).

All this considered, she ends up lowering the enemies’ damage dealt, increasing the DMG they take through 2 different debuffs, and lowering their SPD. This makes her a force to be reckoned with.

With so many diverse and powerful debuffs, Kloss can synergize with a lot of other characters - she's a plug-and-play character that helps the team with her debuffs no matter the content (well, avoid playing her against Reason enemies due to her element).

Pros & Cons
Pros

  • 3 powerful debuffs in one skill,

  • Very versatile - can be slotted into any team,

  • Can also steal turn meter.

Cons

  • Has some ramp-up time when it comes to her unique debuff.

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

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 Kloss when played in teams that don't already have easy access to a Speed buff from characters like Lily. This will allow Kloss to cycle much more quickly while also having excellent Speed based Matrix Set options. However, this Shell loses much of its potency if its Speed buff is already provided for.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Timeweave [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

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.

Allows Kloss to use her S3 back to back allowing for better uptime on her most powerful debuffs in short fights making it a top option in those situations. Less powerful in longer fights.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Bulwark [8/8]
    >
    Matrix
    Strive [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >
    Matrix
    Swiftraid [6/6]
    >

3

Before the owner takes action, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 50% in the current turn.

A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.

An alternative Shell option for extending Kloss's initial S3 debuffs to Codex of Magic while also granting her a nice chunk of damage and some additional EFF ACC%. Unfortunately after the initial S3 use will fall out of sync with it causing the Shell to be triggered on other abilities reducing some of it's power in longer fights.

Best Module Sets:

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

4

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 ok giving up some Speed options and more ability focused Shells, Artisan can also be a good defensive alternative, but you're losin on a SPD-based 6-PC set.

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
    Colossguard [6/6]
    >
    Matrix
    Etherplague [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, 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.

2

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.

3

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.

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%

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. Incredibly powerful on Kloss allowing her to access her S3 and S2 more often but comes at the cost of not being able to pursue a maximum Speed set-up with her Matrix Sets.

8 Piece sets:

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. If you're not running 12P Swiftrush you can pick up the 8P bonus here.

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.

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.

Best Stats
Main Stat 1
Effect ACC
Main Stat 2
Effect ACC
Main Stat 3
Effect ACC = DEF% = HP%
Substats:

SPD (Until Desired) > Effect ACC (Until Desired) > HP% = DEF% > HP = DEF

Stat comments

Kloss has three stats to pay attention to across gear:

  • SPD: Speed is the most important stat for any debuffer as it will allow them to cycle faster in combat and use their skills more often.
  • Effect ACC: Effect ACC will increase the chance to land the debuffs/dispel, so prioritize it as the main stat on the right-side pieces.
  • HP & DEF: After Effect ACC and SPD, both HP and DEF are important to build - HP gives you a higher maximum hit and better one shot protection, especially when DEF down is present, but DEF scales better with Shields while also making it easier for certain healers to do their job. A combination of both also works well unless your shell, kit or encounter calls for one or the other.
Shell Passives
Slot 1
DEF% = HP% > HP = DEF
Slot 2
SPD
Slot 3
Effect ACC (Gaze) > Effect ACC (Insight) > DMG Taken
Passive comments
  • Slot 1: Choose one of HP or DEF that suits the style of play and build you're aiming for.
  • Slot 2: Speed is king in this slot.
  • Slot 3: The stacking Effect ACC buff granted by Gaze is great and it becomes better the longer the fight lasts. Though, if you're running one-shot teams (or PVP a lot), you can consider using Insight instead as the fights are shorter and it gives you better boost initially.
Skill Priority
Skill Priority
Lv5 S1 > Lv5 S3 > Lv5 S2
Comments

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Synergies

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

Team 16

DokiDoki Hell #1

Content: DokiDoki || Team type: Generic || Time: 4-5m

Comments

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Team 17

DokiDoki Hell #2

Content: DokiDoki || Team type: Generic || Time: 4-5m

Comments

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Team 22

DokiDoki Hell #7

Content: DokiDoki || Team type: Generic || Time: 4-5m

Comments

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Team 23

DokiDoki Hell #8

Content: DokiDoki || Team type: Generic || Time: 4-5m

Comments

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Team 26

DokiDoki Inferno #1

Content: DokiDoki || Team type: Generic || Time: 1-2m

Comments

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Team 27

DokiDoki Inferno #2

Content: DokiDoki || Team type: Generic || Time: 2-3m

Comments

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Team 28

DokiDoki Inferno #3

Content: DokiDoki || Team type: Generic || Time: 2-3m

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Team 29

DokiDoki Inferno #4

Content: DokiDoki || Team type: Generic || Time: 2-3m

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Team 32

DokiDoki Inferno #7

Content: DokiDoki || Team type: Generic || Time: 2-3m

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Team 34

DokiDoki Inferno #9

Content: DokiDoki || Team type: Generic || Time: 2-3m

Comments

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Team 35

Terrormaton Hell #1

Content: Terrormaton || Team type: Generic || Time: 1-2m

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Team 36

Terrormaton Hell #2

Content: Terrormaton || Team type: Generic || Time: 1-2m

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Team 75

NicoNana #3

Content: Grim Pursuit || Team type: Generic || Time: 30s

Comments

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Team 83

NicoNana Inferno #5

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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Team 87

Sharon #2

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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Team 96

Hoyan #2

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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Team 97

Hoyan #3

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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Team 98

Hoyan #4

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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Team 99

Hoyan #5

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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Team 106

Rengokutsu #2

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

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Team 107

Rengokutsu #3

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

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Team 108

Rengokutsu #4

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

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Team 109

Rengokutsu Inferno #1

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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Team 111

Rengokutsu Inferno #3

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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Team 112

Rengokutsu Inferno #4

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

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