ObolBuild and Guide

Character
Introduction

Obol is a SR character from the
Odd
Odd element who is part of the Hydra Bank faction. The character is also known by the Beacon Conductor title.

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

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

14975

10180 + 4795

DEF
DEF

898

680 + 218

ATK
ATK

1123

816 + 307

SPD
SPD

134

122 + 12

CRIT Rate
CRIT Rate

10%

10% + 0%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

32%

0% + 32%

Effect RES
Effect RES

12%

0% + 12%

Skills

Obol 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

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.

Skill 2

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.

Skill 3

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.

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
T2

Generic PVE

T2

Aurora

T2

DokiDoki

T5

Terrormaton

T5

Union Boss + Phantom

T1

PVP

Review

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.

Pros & Cons
Pros

  • AOE Stun and Dispel are powerful tools.

  • DoTs deal their damage regardless of gear.

Cons

  • It’s hard to reliably land DoTs with Obol.

  • Needs skill levels on both S3 and S2.

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.

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:

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

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:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Battlewill [8/8]
    >
    Matrix
    Strive [8/8]
    >
    Matrix
    Bulwark [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [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, 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.

While DoTs can't be extended, the Efect ACC is a nice bonus.

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

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. Obol has two skills with a long cooldown, so Timeweave is perfect for him - it will allow him to reduce the cooldown and use his skills more often.

2

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.

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. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.

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.

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 = HP%
Substats:

SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP

Stat comments

Obol has three stats to pay attention to across gear:

  • SPD: Speed is the most important stat for Obol as it will allow him to cycle faster in combat and use his skills more often. It's also especially important for PVP if you plan to use him as a 'dispeller' to remove Immunity or other buffs from the enemies.
  • Effect ACC: Effect ACC will increase the chance to land Obol's debuffs, so prioritize it as his main stat on the right-side pieces.
  • HP%: Some bulk will help Obol survive longer in both PVE and PVP, but SPD and Effect ACC have higher priority.
Shell Passives
Slot 1
HP% > HP > DEF% > DEF
Slot 2
SPD > Effect ACC
Slot 3
Effect ACC (Gaze) > Effect ACC (Insight) > DMG Taken
Passive comments
  • Slot 1: HP% is optimal, but if you're lacking in materials Flat HP can also be used. If you get DEF% or DEF of higher rarity, keep it though for now.
  • Slot 2: Speed is better in most situations, but if you roll Effect ACC you can keep it for some time.
  • 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 with Dark Sania, you can consider using Insight instead as the fights are shorter and it gives you better boost initially.
Skill Priority
Skill Priority
Lv 5 S3 > Lv 5 S2 > Lv 5 S1
Comments

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.

Synergies

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Obol present within in all content available in the game.

Team 56

Whitney #2

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

The go-to F2P DoT team that works amazing against most bosses.

Team 82

Hoyan #6

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

Comments

-

Team 83

Hoyan Inferno #1

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

Comments

-

Team 85

Hoyan Inferno #3

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

Comments

-