Fenrir avatar

Fenrir Dragon Traveler Build & Guide

Night Huntress

T3SSRAssassin
Role: Execute assassin / Colosseum specialist
Factions: Elemental Echo / Arcane Wisdom
Best For: Colosseum, Holy King Contest, Elemental Echo Trial Realm, Arcane Wisdom Trial Realm

Overview

Fenrir is an SSR Assassin from Elemental Echo and Arcane Wisdom and one of the three starter units. Hunting Time resets its cooldown on a kill and, at talent node 7, refunds 2 Overdrive Points, so Fenrir chains executes through weakened enemies. Strong early, she later becomes a specialist for the Colosseum and the Holy King Contest.

Title:
Night Huntress
Origin:
Norse mythology
Roles:
Execute resets, Energy refund, Single-target control
Best in:
Colosseum, Holy King Contest
Star target:
Build at the start
Build priority:
One of the three starters, must build
Fenrir, Night Huntress, official art from Dragon Traveler

Fenrir Skills

Hunting Time

S1 · Overdrive · 18s cooldown

Quickly darts in front of a single target, dealing physical damage equal to 430-590% of Attack and knocking them down. If the target is defeated, deals additional physical damage equal to 129-177% of Attack to enemies within a large circular area. Crit increases by 1,200 for this skill's duration.

Raging Flurry

S2 · Ultimate Skill · 18s cooldown

Gathers strength to gain Crit Damage Up, then unleashes three rounds of consecutive strikes. Each round of blows deals physical damage to a single target equal to 155-275% of Attack.

Predatory Pulse

S3 · Secret Skill

At the start of battle and every 12 seconds thereafter, the next instance of damage inflicted deals additional physical damage equal to 80-240% of Attack and inflicts Shock.

Upon using Hunting Time, immediately gains this effect.

Secret Raid

S4 · Special Skill · 12s cooldown

Quickly passes through a single target, dealing physical damage equal to 275-515% of Attack.

Ranges such as 340-520% show the value at skill level 1 and at max level. Keywords are explained in the glossary.

Talent: Hunting Rhythm

  1. Lv 1

    When there is at least 1 enemy on the battlefield with less than 50% HP, Lifesteal increases by 25-41%.

    Hunting Time This skill's cooldown resets if the target is defeated.

  2. Lv 2

    Each time an ally unleashes an Overdrive, gains 1 stack of Awakening. For each stack of Awakening, Lifesteal is increased by an additional 4%.

  3. Lv 3

    Increases own Attack by 15%.

  4. Lv 4

    After triggering Elemental Reaction, gains Attack Boost.

  5. Lv 7

    Hunting Time Gains 2 Overdrive Points after defeating a target.

Divinity

Each Divinity level offers one or two nodes; where there are two you pick one. Our recommendation is in the build notes further down.

LvOption AOption B
1Attack EnhancementBoosts Attack by 5%.
2Elemental AttackBoosts Attack by 12% for 4 seconds when applying Basic Elemental Debuff.Elemental Crit DamageBoosts Critical Hit Damage by 16% for 4 seconds when applying Basic Elemental Debuff.
3Crit EnhancementGrants 150 Critical Hit.Attack EnhancementBoosts Attack by 7%.
4Elemental Crit DamageGrants 16% Crit Damage for 3s when an allied Elemental Reaction is triggered.Elemental AttackGrants 12% Attack for 3s when an allied Elemental Reaction is triggered.
5Attack EnhancementBoosts Attack by 7%.Health EnhancementBoosts HP by 7%.
6Wind DanceRaging Flurry Immediately gain Attack Speed Up after casting

Fenrir Build: Relic, Gear and Subclass

Relic

Dwarven Musket SSR · first choice

In battle, increases Crit Damage by 37.5%. After each basic attack Critical Hit, has a 15% chance to additionally apply one random Stat Debuff (can trigger only once every 8 seconds).

Gear

Build 1

  • Headgear: Paladin's Helmet (Crit Damage)
  • Chestplate: Paladin's Armor (Crit Damage)
  • Bracers: Paladin's Gauntlets (Crit Damage)
  • Boots: Paladin's Boots (Crit Damage)
  • Weapon: Last Whisper (Penetration)
  • Accessory: Eagle Warrior Portrait (Judgment)
  • Crit Damage set 2-piece: Boosts Crit Damage by 18%.
  • Penetration set 1-piece: Boosts Attack by 20% and ignores 12% of the target's Physical Defense and Magic Defense when attacking. (Defense Ignore effect can stack up to 40%)
  • Judgment set 1-piece: Boosts 12 Haste, and Overdrive damage by 20%.

Build 2 (alternative)

  • Headgear: Paladin's Helmet (Crit Damage)
  • Chestplate: Paladin's Armor (Crit Damage)
  • Bracers: Paladin's Gauntlets (Crit Damage)
  • Boots: Paladin's Boots (Crit Damage)
  • Weapon: Tome of Stars (Arcane)
  • Accessory: Starlight Magisterium (Arcane)
  • Crit Damage set 2-piece: Boosts Crit Damage by 18%.
  • Arcane set 2-piece: Increases HP by 15%, Overdrive Energy Consumption reduced by 1 point.

How the sets compare is covered in the gear sets guide.

Subclass

  • Executioner (recommended, ATK +8% MDEF +16%): For each enemy unit defeated, gain 14-21.2% Attack and 6-8.7% Critical Damage boost (stacks up to 3 times)

Teams with Fenrir

Formations players run with Fenrir. Lists longer than six include the usual substitutes; the Overdrive order is the order to fire ultimates in manual play.

Atanith · Vivienne · Ifrit · Pompey · Poseidon · Scheherazade · Hades · Fenrir · Marylis · Nemesis

Overdrive order: Atanith → Ifrit → Vivienne

More full teams with explanations are on the best teams page.

Our Take on Fenrir

Fenrir sits in our T3. As a starter she carries early content, falls behind in the mid game as SSR+ and SSR EX damage dealers arrive, and then finds a second life in modes that reward fast kills. The key mechanic is Hunting Time: a 430-590% of Attack dash that knocks the target down, splashes damage if it kills, and resets its own cooldown on a kill. At talent node 7 each kill also returns 2 Overdrive Points. In the Colosseum, where 20 stages are ranked by total clear time, and in Holy King Contest duels, that kill chain is worth more than sustained damage. Build her early because she is free value, but do not expect her to stay your main carry.

Strengths

  • +Hunting Time resets on a kill and, at talent node 7, refunds 2 Overdrive Points, so one finished target often leads straight into the next.
  • +Hunting Time gains 1,200 Crit for its duration and Predatory Pulse adds 80-240% of Attack to the next hit every 12 seconds, giving strong opening burst.
  • +Lifesteal rises by 25-41% whenever any enemy is below 50% HP, plus 4% per Awakening stack at talent node 2, so she sustains through long dives.
  • +Predatory Pulse applies Shock, an Elemental Debuff that Elemental Echo teammates can build on.

Weaknesses

  • −Without kills the reset loop stops, so tanky front lines and bosses blunt her badly.
  • −Her SSR stat lines fall behind SSR+ and SSR EX assassins such as Hades in the mid and late game.
  • −She is a melee diver with no built-in damage reduction, so control-heavy enemies can stop her before the chain starts.

How to Play Fenrir

Fenrir wants targets that are already hurt. Her Lifesteal bonus switches on once any enemy is below 50% HP, and Hunting Time only resets when it lands the kill, so the ideal timing is right after your area damage or an ally's Overdrive has softened the field. Opening with Hunting Time on a full-HP tank wastes the reset. Predatory Pulse charges at battle start and every 12 seconds, and casting Hunting Time recharges it immediately. That means Hunting Time always carries the bonus 80-240% of Attack and a Shock. In an Elemental Echo team, that Shock gives teammates an Elemental Debuff to react with, and reactions trigger talent node 4's Attack Boost and the level 4 divinity bonus. For divinity, take Elemental Crit Damage at levels 2 and 4 for her crit-heavy burst, Crit Enhancement at 3, and Wind Dance at 6, which grants Attack Speed Up after Raging Flurry. Raging Flurry itself is three rounds of single-target strikes, so save it for a target Hunting Time cannot finish alone. In the Colosseum the goal is clear time, so a kill-chaining assassin shortens stages. Holy King Contest qualifiers are one-minute duels in which skills fire more often, which suits her burst. In regular late-game PvE, treat her as a sub carry rather than the main damage.

Good Teammates

  • Zagreus (SSR+) – Zagreus shares both Elemental Echo and Arcane Wisdom and applies Cold, a second element next to Fenrir's Shock for reactions that power her talent node 4 Attack Boost.
  • Morgana (SSR+) – During her Overdrive channel Morgana applies Cold whenever an ally applies Shock, so every Predatory Pulse hit sets up a reaction.
  • Ifrit (SSR+) – Ifrit shares both factions and its 16-fireball Hexagram pushes the whole enemy team toward 50% HP, switching on Fenrir's Lifesteal bonus and setting up resets.
  • Atanith (SSR) – Atanith appears with Fenrir in an Arcane example team and grants 16-28% extra Lifesteal against the Cursed Domain target, on top of Fenrir's own Lifesteal.

Keywords in brackets are explained in the status effect glossary.

Should You Invest?

Fenrir's star note is simple: build her at the start, since she is one of the three starters and pays off early. Later stars are a lower priority once SSR+ carries arrive. For divinity take Elemental Crit Damage at level 2, Crit Enhancement at 3, Elemental Crit Damage at 4, Attack Enhancement at 5 and Wind Dance at 6. The recommended relic is Dwarven Musket for 37.5% Crit Damage, gear is the Crit Damage set with the Penetration weapon and Judgment accessory, and Executioner is the subclass, stacking Attack and Crit Damage per kill up to 3 times. Free-to-play players should level her early and save heavy star spending for later carries.

Fenrir FAQ

Is Fenrir still worth using in October 2026?
As a main carry, no; she sits in our T3 and falls behind SSR+ and SSR EX damage dealers. She is still useful in the Colosseum and the Holy King Contest, where kill resets and burst matter more than sustained damage.
What is the best relic for Fenrir?
Dwarven Musket. It adds 37.5% Crit Damage and gives crit basic attacks a 15% chance to apply a random Stat Debuff, at most once every 8 seconds. The Crit Damage pairs well with the 1,200 bonus Crit on Hunting Time.
Should I build Fenrir or Oberonnie first?
Build both if you can, because they fill different slots: Oberonnie is a shielding Guardian, Fenrir a damage dealer. Oberonnie stays useful longer as a tank, while Fenrir moves to Colosseum and Holy King Contest duty in the mid game.
How does Hunting Time's reset work?
If Hunting Time defeats its target, its cooldown resets and it deals an extra 129-177% of Attack to enemies in a large circle. With talent node 7 it also gains 2 Overdrive Points per kill, so aim it at low-HP targets.