To learn more about Obol check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Obol 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.
14975
10180 + 4795
898
680 + 218
1123
816 + 307
134
122 + 12
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
Waterball
Cooldown: 0
Tags: Single DMG, DoT
Obol swings his staff and shoots waterballs at a single enemy, dealing 240% damage with a 40% chance to inflict 1 stack(s) of 2-turn [DoT].
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the chance of inflicting [DoT] to 40%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increases [DoT] duration to 2 turn(s).
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
Hydro Beam
Cooldown: 4
Tags: Dispel, DoT
Obol summons water pillars and imposes a curse on all enemies, dealing 210% damage with a 60% chance to convert 2 random buff(s) into 2 stack(s) of [DoT] for 1 turn(s).
Level 2: Increases damage multiplier to 190%.
Level 3: Increases the chance of buff conversion to 60%.
Level 4: Increases damage multiplier to 210%.
Level 5: Increases the maximum number of convertible buffs to 2.
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
Shadow Wave
Cooldown: 4
Tags: DoT, Stun
Obol summons huge and dark waves, dealing 3 hit(s) of 80% damage to all enemies, each hit has a 30% chance to inflict 1 stack(s) of 1-turn [DoT] and there's a 30% chance to inflict a 1-turn [Stun].
Level 2: Increases damage multiplier to 75%.
Level 3: Increases the chance of inflicting [DoT] to 30%.
Level 4: Increases damage multiplier to 80%.
Level 5: Increases the chance of inflicting [Stun] to 30%.
[DoT]: When the turn starts, takes indirect real damage equal to 4% of Max HP.
[Stun]: Target cannot take action.
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
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Nether Quarry
PVP
Obol positions himself as a DoT specialist, with many annoying extra effects on his abilities, such as removing buffs and stunning.
His S1 has a chance to apply a DoT, this being his weakest skill. However, his S2 can convert 2 random buffs into a stack of DoT, thus removing buffs from the enemy in an AOE fashion. Then, his S3 can apply both stun and up to 3 DoTs per targets in AOE.
Just from the buff removal and the AOE stun, Obol can be a great option in PVP due to the stun, and Aurora due to the buff removal. His ability to stack DoTs, however, has been greatly nerfed on launch, which had a huge impact on his viability in the DoT team.
AOE Stun and Dispel are powerful tools.
DoTs deal their damage regardless of gear.
It’s hard to reliably land DoTs with Obol.
Needs skill levels on both S3 and S2.
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.
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.
The go-to Shell for Obol 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. Battlewill is best, BUT it is not available on Jackal Guard, so you will have to sacrifice the 6PC Inferno if you want to use it.
Best Module Sets:
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). In PvP modes, after being affected by Codex of Magic, skills that did not go on cooldown will have their maximum cooldown permanently increased by 1 turn. (a single skill can only be affected once by this increase).
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.
An alternative to Jackal Guard for more burst oriented teams - yes, even DoT can be build bursty but you need Shadow Sania. The goal is to stack as much DoT on the enemy so she can detonate them all after and Codex helps with that. Battlewill is best, BUT it is not available on Codex of Magic, so you will have to sacrifice the 6PC Inferno if you want to use it.
Best Module Sets:
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
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 100% 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.
While DoTs can't be extended, the Efect ACC is a nice bonus.
SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP
Obol has three stats to pay attention to across gear:
Leveling up S3 will improve the chance to land the DoT and Stun, so that's priority for Obol. Next, focus on his S2, as it will allow him to convert 2 buffs instead of 1.
Teams
The teams below come from our Teams database and showcase ANY team with Obol present within in all content available in the game.
DokiDoki Inferno #16
Content: DokiDoki || Team type: Generic || Time: 0-1m
Terrormaton Inferno #13
Content: Terrormaton || Team type: Generic || Time: 0-1m
NicoNana Inferno #7
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
Hoyan Inferno #7
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
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