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
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.
18086
12669 + 5417
1041
810 + 231
1351
1024 + 327
144
129 + 15
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
0%
0% + 0%
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!
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.
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.
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%.
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
Union Boss + Phantom
PVP
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.
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 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.
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.
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.
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.
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.
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.
Needs some ramp-up time to reach maximum potential.
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.
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:
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:
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:
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:
Best Module Sets (Alt setup):
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:
Best Module Sets (Alt setup):
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:
SPD (Until Desired) = EFF ACC% > DEF% = HP%
Plume has two main stats and two conditional stats to pay attention to across gear for PVE:
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.
In PVE, Plume works well with no Lattice investment but if you want to invest more into her here is what you should consider. 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.
Plume synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Plume present within in all content available in the game.
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