PlumeBuild and Guide

Character
Introduction

Plume is a SSR character from the
Disorder
Disorder element who is part of the Union faction. The character is also known by the Peacock Lady title.

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

To learn more about Plume 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

18086

12669 + 5417

DEF
DEF

1041

810 + 231

ATK
ATK

1351

1024 + 327

SPD
SPD

144

129 + 15

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

0%

0% + 0%

Skills

Plume 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

Feather Fire

Cooldown: -

Tags: AoE

Plume summons Feather Fire, dealing 200% damage to all enemies, with a 100% chance to inflict 1-stack [Curse Quill].

Level 2: Increases damage multiplier to 180%.

Level 3: [Curse Quill] damage boost increased to 6%.

Level 4: Increases damage multiplier to 200%.

Level 5: [Curse Quill]'s SPD reduction effect increases to 3 points.

[Curse Quill]: Each stack increases damage taken by 6% and reduces SPD by 3, up to 10 stacks. This effect cannot be purified or transferred.

Skill 2

The Quill

Cooldown: 0

Tags: PASSIVE, DMG Boost, Turn Meter+

Beautiful feathers often hide danger. Whenever an Animus uses an active skill or triggers a passive skill, for every 1 Debuff(s) inflicted to the enemy unit, there is a 100% chance to inflict extra 1-stack [Curse Quill] (Animuses except Plume can stack up to 1 times per skill). After each enemy unit's action ends, Plume increases all allies' Turn Meter by 8%.

Level 2: Increases the effect of Turn Meter+ to 6.5%.

Level 3: [Curse Quill] application chance increased to 75%.

Level 4: Increases the effect of Turn Meter+ to 8%.

Level 5: [Curse Quill] application chance increased to 100%.

[Curse Quill]: Each stack increases damage taken by 6% and reduces SPD by 3, up to 10 stacks. This effect cannot be purified or transferred.

Skill 3

Flame Dance

Cooldown: 3

Tags: Dispel, DEF-, Weakness

The weak should struggle in The Quill's flames! Plume deals 3 hits of 110% damage to all enemies. Each hit has a 45% chance to dispel 1 buff effects from the target, and a 45% chance to apply [DEF-] for 2 turns and [Weakness] for 2 turns.

Level 2: Dispel chance increased to 45%.

Level 3: [Weakness] duration increased to 2 turns.

Level 4: Chance to apply [DEF-] and [Weakness] increased to 45%.

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

[DEF-]: Decreases DEF by 60%.

[Weakness]: Reduces damage dealt by an additional 25%.

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

T0

Aurora

T0

DokiDoki

T0

Terrormaton

T0

Union Boss + Phantom

T0

PVP

Review

Plume is a Disorder Affinity Debuffer who excels at progressively increasing the damage your team inflicts to enemies while crippling their own damage and speed over time.

Skill 1

Plume’s Skill 1 is an AoE attack that hits all enemies at once and inflicts a stack of [Curse Quill] on each of them with 100% base chance, even at skill level 1.

[Curse Quill] is Plume’s unique Debuff, a powerful affliction that cannot be purified or transferred and which slightly increases Damage taken while decreasing SPD by a small fixed amount for each stack present on the enemy, up to 10 times. The application of [Curse Quill] with the S1 does not trigger Plume’s passive to add another stack. 

Leveling Plume’s S1 upgrades both her [Cursed Quill] Damage and SPD reduction, while also being the skill that contains her base SPD increases. All this definitely makes targeting it first an enticing choice for your lattices.

Skill 2

Skill 2 is a passive ability with multiple effects:

  • When an allied Animus applies one or more Debuffs with the use of an active or passive skill, 1 additional stack of [Curse Quill] is applied to the enemy per different Debuff applied. There is one caveat, however, being that only Plume can stack more than one [Curse Quill] per skill use/trigger, while other Animuses are limited to 1 per activation regardless of the number of Debuffs applied beyond the first one. 

  • Anytime an enemy ends their turn, the Turn Meter of all living allies is increased by a small amount. This effect only triggers while Plume is still on the field.

To sum it up, Plume’s stacking Debuff can be snowballed much faster by adding more Debuffers into your formation, and Plume’s presence is enough to drastically improve your team’s Turn Meter generation, especially in content where it’s hard to prevent enemies from taking their turns.

How valuable leveling this skill will be for your Plume depends on the content you intend to use her for. If amplifying her turn meter increase is the difference between moving before enemies and defeating it, it can be worth the investment, and if consistently ramping up additional quills is also a high priority, its value rises even higher. If neither is a top priority, though, this skill can take a back seat until you have lattices to spare.

Skill 3

If the previous two skills were already impressive, Plume's S3s synergy with her passive takes her to a higher level entirely.

Plume attacks all enemies with a 3-hit ability, where each hit has a base 30% chance to Dispel 1 Buff, apply DEF- for 2 turns, and apply the new [Weakness] Debuff for 1 turn, which decreases the damage dealt by the enemy by 25%.

After factoring in her S2’s Quill application effect, this ability can also apply up to 2 [Curse Quill] stacks on every enemy for even more potency.

Combined with CD reduction/resets from the likes of Codex of Magic or Halloween (since Plume does not have another skill with CD, any Halloween trigger is guaranteed to apply to the S3), Plume can accumulate stacks of her passive far faster than you may expect, while breaking through the defensive Buffs of the enemy with ease.

Levelling up S3 offers great quality of life and consistency boosts. The improvements from Lvl2 and Lvl 4 to Plume’s chance to land her most potent debuffs are welcome but not mandatory unless you’re seeking absolute consistency. The debuff extension from Lvl 3 is great in extended fights or when not using Codex or Dark Moon, but it isn’t a requirement when using Plume in burst content. Finally at Lvl 5 the one turn cooldown reduction is definitely strong but outside of longer fights where Plume takes many turns it isn't mandatory.

PVE

To the surprise of no one, Plume is an incredibly efficient PVE Debuffer who covers both offense and defense and who has no issue synergizing with existing debuffers thanks to the fact that many of her debuffs are unique.

The combination of causing enemies to take more damage, have less defense, deal less damage, and be meaningfully slower, all on top of buff removal, positions Plume as a “has it all” support for most encounters. There are very few scenarios where bringing Plume is “the wrong call,” making her one of the most universal characters in the game, a fact only driven home by her Disorder typing, allowing her the ability to side-step a lot of the elemental lockouts of the Inferno difficulty.

To top it all off, even though Plume’s level-ups are nice and offer a meaningful power boost, she works perfectly fine out of the box.

PVP

In PVP at the time of her release, Plume is the fastest character in the game, boasting an incredible 144 base SPD. On top of this, she has absolutely everything you’d want from a debuff-focused character, in both cleave, control, or bruiser compositions. Her damage amplification capabilities, combined with her buff removal, more than tick the box when it comes to offense, while her turn meter manipulation, plus enemy SPD and Damage reductions, make her a defensive force to be reckoned with as well. Fitting within all PVP archetypes isn’t a common thing, but Plume certainly achieves it, making her one of the hottest PVP units.

Conclusion

With great versatility comes great responsibility… and Plume has decided to accomplish her duties regardless of game mode, enemies, and even allies. It can be said without a shadow of a doubt that Plume solidly carves herself a spot amongst the most sought-after Animuses in the game right from the time of her release.

Pros & Cons
Pros

  • Overloaded S3 with multi-hit Dispel, [DEF-], [Weakness], and Passive application.

  • Curse Quill is a permanent debuff on enemies.

  • Constant Turn Meter generation for the team.

  • Most Debuffs are unique in nature, making them stackable with other characters' kits.

  • Incredibly high base SPD value.

Cons

  • Needs some ramp-up time to reach maximum potential.

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

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.

This Shell is the dominant choice for Plume in PVE thanks to it allowing her to use back to back buff removals, re-apply her strongest debuffs turn after turn and stack up Quill's faster at the start of a fight.

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]
    >

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%.

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.

In fights that last long enough for Plume to fit in multiple S3s, Codex loses value and Jackal and its [SPD+] and advancement become a powerful alternative, netting her more actions and value in the long run.

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]
    >

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 to Codex of Magic that extends Plumes S3 debuffs but also grants her EFF ACC and doesn't fall off in longer fights quite as hard as Codex.

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]
    >
PVP Setup

Below you can find some alternative setups you can use, but only in PVP.

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.

Generic best in slot for spamming her S3. Allows 2 Dispells and reapplication of DEF down and Weakness to keep your team alive longer.

Best Module Sets:

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

Best Module Sets (Alt setup):

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

2

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.

Second best for Speed opener and best in slot for turn 2 playstyle. The extra Effect ACC allows you to put more emphasis on tank stats to keep her alive longer while also extending your defense down and weakness to 3 turns on a target.

Best Module Sets:

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

Best Module Sets (Alt setup):

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

3

Before the main body acts, causes the main Animus to deal additional true indirect damage equal to 12% of the target's max HP with each critical hit during this turn (damage per hit cannot exceed 180% of own ATK). In PVP mode, this will be affected by Etherena Effect - Guardian Field, reducing damage by 30%.

Grants the wearer a buff for one turn on use. While the buff is active, each individual hit of damage dealt by the wearer that critically strikes will cause the target to suffer 12% of their HP as true damage (up to 180% of the wearer's ATK per individual hit). This damage cannot be increased outside of scaling ATK and cannot critically strike itself. Strongest on characters that hit multiple times with abilities, and even stronger in AoE scenarios with multi-hitting abilities. An ability that hits 4 times and hits all enemies (5) can lead to 20 Revelation activations.

Niche shell pick for those that like to Revelation cleave. Make sure to hit the proper stat requirements with Crit Rate, Attack and Speed. Extra Effect ACC is a nice pick up if you can but Insight will do a lot of heavy lifting. S3 max becomes important to match up with revelation cooldown

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Momentum [8/12]
    >
    Matrix
    Fury [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >
Best Stats
Main Stat 1
Effect ACC
Main Stat 2
Effect ACC
Main Stat 3
Effect ACC = DEF% = HP%
Substats:

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

Stat comments (PVE)

Plume has two main stats and two conditional stats to pay attention to across gear for PVE:

  • Main Stats:
    • SPD: SPD is one of two vital stats to build on Plume to ensure she performs effectively in PVE. Plume needs sufficient SPD to ensure she moves before all other attacking and debuffing units on your team - ideally she would also move before enemies as well. This is important as a large amount of endgame bosses possess Immunity buffs to start the fight; by forcing Plume to move first she can remove these before allies waste their debuffs into it. For DPS it's important Plume moves first so she is able to apply her debuffs to amplify their damage. For enemies, moving before them will ensure they deal less damage thanks to Plume's damage reduction and SPD down.
    • Effect ACC: Alongside SPD, EFF ACC is Plume other most important stat - without it she wont consistently land her debuffs in endgame encounters, thus reducing her effectiveness significantly. Keep investing into and chasing EFF ACC until your Plume is landing her debuffs consistantly.
  • Conditional Stats:
    • HP% & DEF%: After sufficient SPD and EFF ACC have been achieved, next invest into as much survivability and durabiltiy for Plume as possible so she doesn't die.
Stat comments (PVP)

In PvP Plume has three ways she can be built one being a speed opener build, the second being a turn 2 focused debuffer, and third being a Revelation DPS.

  • Main Stats:
    • SPD: Her best in slot stat to make sure she moves first allowing her strip and defense down.
    • Effect ACC: It's important to have to land her debuffs and let you stack her Cursed Quills faster.
    • HP%: After sufficient SPD and Effect ACC have been achieved - next invest into as much survivability and durabiltiy for Plume as possible so she doesn't die.
  • Conditional Stats:
    • CRIT Rate%: Must build if you go for revelation opener. All else nice to have some crit for bonus damage.
    • DEF%: DEF stats that don't metter but it's not terrible if your modules have some.
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: Choose between front-loaded or back-loaded Effect ACC or more survivability - all are viable.
Skill Priority
Skill Priority
PVE: S1 > S3 > S2 | PVP: S1 > S2 > S3
Comments

In PVE, Plume works well with no Lattice investment but if you want to invest more into her here is what you should consider.

  • S1: Base SPD for Plume and increases to [Cursed Quill] effects directly raise the top end of her power while also making high SPD breakpoints easier. One of the top choices for PVE.
  • S2: Offers some EFF ACC as well as improving Plume's gauge boost and [Cursed Quill] application rate. Improves consistency, Quill ramp speed, and can boost ability for teammates to cut in on enemies. Not essential in PVE, but a nice to have for high end investers.
  • S3: Almost completely consistency focused and quite important for those aiming to land debuffs almost every time. Boosts hit chance for [Weakness] and [DEF-] significantly, without these improvements you will be missing in high end PVE. At max rank also reduces Ultimate cooldown, but this is only relevant for very long fights. Important to level for those chasing consistency.

For PVP, S1 gives her most important stat in Speed and also gives you better control of their Speed the more Cursed Quills you land. S2 gives her Effect ACC and 100% chance to apply Cursed Quills. S3 gives HP which isnt an important stat for speed opener but the lower cooldown and higher chance for hitting your debuffs is always nice.

Synergies

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

Team 20

Aurora Inferno #12

Content: Aurora || Team type: Generic || Time: 0-1m

Comments

Diting can replace Liliam.

Team 21

Aurora Inferno #13

Content: Aurora || Team type: Generic || Time: 0-1m

Comments

Lily can replace Dinah.

Team 64

Terrormaton Inferno #16

Content: Terrormaton || Team type: Generic || Time: 0-1m

Comments

Valerian can be replaced by more offensive Supports like Ninfoniel or Beyontin

Team 125

Hoyan Inferno #9

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

Comments

Obol can replace Cachi for a slower but more stable clear.

Team 139

Rengokutsu Inferno #11

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

Comments

-

Team 145

Khloros Inferno #6

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

Comments

-