Hey, I’m Zathong and this guide is about Fenrir Build in Tower of Fantasy.
Best Fenrir build guides for Tower of Fantasy 2023. I works hard to keep my’s Tower of Fantasy builds and guides updated, and will help you craft the best Fenrir build for the meta. Learn more about Fenrir’s Weapon, Awakening Traits, Advancement, Matrices, Combo & Gameplay.

Element: Volt
Role: DPS
Weapon

Weapon Effects
Volt | Volt Resonance | Balanced elements |
---|---|---|
When the weapon is fully charged, the next attack will paralyze targets for 1 second and electrify them for 6 seconds, negating all buffs and dealing damage equal to 144.00% of ATK. Targets can’t receive any buffs for the next 6 seconds. | Increase volt ATK by 20% and volt resistance by 40%. Activate by equipping 2 or more volt weapons. This set effect also works with weapons in the off-hand slot. Volt Resonance will take priority if equipped with a Volt Reaction weapon. | Increase all ATK by 15%. Activate by equipping 3 weapons with different elements. This effect works in the background. |
Build Matrices
- Fenrir
- Samir
- Crow
- Sobek
Set | Best Fenrir Build Matrices |
Fenrir (x4) | Dealing volt damage increases final damage by 5% for 10 seconds, up to 5/6/7/8 stacks. This effect works in the background, and if multiple sets are used, only the highest star set will take effect. Fenrir’s matrices are absurdly powerful and ideally should be used on other weapons since they work in the background. |
Samir (x2) | Deal more damage upon hitting a target. Gleipnir can easily maintain the full buff with its fast attacks and passive damage refreshing stacks. |
Crow (x2) | Increase crit damage to targets with less than 60% HP. High damage matrix set when you have high crit rate. |
Sobek (x3) | Increase damage dealt for each enemy nearby. Very useful against groups of mobs, i.e. in Bygone Phantasm. |
Awakening Traits
Points | Effect |
---|---|
1200 | When equipping 2 weapons of different elements, increase final damage by 13%. When equipping 3 weapons of different elements, increase final damage by 18%. |
4000 | When equipping 2 weapons of different elements, increase final damage by 18%. When equipping 3 weapons of different elements, increase final damage by 25%. |
Advancement
Star | Advancements |
---|---|
1 | When Soul Master is used and goes on cooldown, gain the skill Soundwave Frenzy: Rush to the target and perform multiple attacks, with each hit adding 2 notes on the target, applying a short slowing effect, and restoring 100% of ATK as HP. Deals 1542% of ATK and has a cooldown of 15 seconds. When 3 or more notes are added and Soundwave Frenzy’s cooldown is longer than 5 seconds, reset the cooldown (can be triggered once every 15 seconds). |
2 | Increase the current weapon’s base ATK growth by 16%. |
3 | During Musical World, losing 45% of your total HP or using Soundwave Frenzy will activate Musical World Shockwaves, dealing 1215% of ATK to targets inside Musical World. Losing 99% of your total HP grants 1 Immunity (blocks damage and invincible for a short time) for 45 seconds, up to 1 stack. |
4 | Increase the current weapon’s base ATK growth by 32%. |
5 | Increase the damage of detonating notes to 70% and the damage over time is increased to 2% of max HP per second while intoxicated. During Musical World, if Musical World Shockwave is not triggered for 12 consecutive seconds while in combat, it will automatically be triggered once. |
6 | Increase crit rate by 30% when using Gleipnir. The effect remains active for 5 seconds after switching to another weapon. |
Attacks and skills
Normal
Name Skill | Type | Ability |
---|---|---|
Wang Ming | Attack x7 | While on the ground, attack 7 times. 1. Deal damage equal to 80.4% of ATK + 4 to the target. 2. Deal damage equal to 89.5% of ATK + 5 to the target. 3. Deal damage equal to 89.5% of ATK + 5 to the target. 4. Deal damage equal to 141.2% of ATK + 7 to the target. 5. Deal damage equal to 89.5% of ATK + 5 to the target. 6. Deal damage equal to 252.7% of ATK + 13 to the target. 7. Deal damage equal to 279.3% of ATK + 15 to the target. |
Prisonbreak | Jump, Attack x7 | When in the air or after using a jump, tap basic attack to perform 7 consecutive attacks in the air. 1. Deal damage equal to 87.4% of ATK + 5. 2. Deal damage equal to 100.5% of ATK + 5. 3. Deal damage equal to 100.5% of ATK + 5. 4. Deal damage equal to 174.8% of ATK + 9. 5. Deal damage equal to 131.1% of ATK + 7. 6. Deal damage equal to 303.2% of ATK + 16. 7. Deal damage equal to 335.2% of ATK + 18. |
Wolf Bite | Attack x2 or x4, Attack | While on the ground, hold the attack button after the 2nd or 4th basic attack to trigger Wolf Bite. Charge forward quickly and deal 114% of ATK + 6 damage and knock back the target. After triggering Wolf Bite, press and hold the basic attack to trigger an uppercut. Perform an upward claw swipe, dealing 153.9% of ATK + 8 damage and suspend the target. |
Wild Hunt | Attack x5 or x6, Attack | While on the ground, hold the attack button after the 5th or 6th basic attack to trigger Wild Hunt. Fall from the sky, becoming temporarily invincible, to deal 420.3% of ATK + 22 damage and suspend the target. |
Impact Fall | Jump, Attack | While airborne, climbing, using the jetpack, or reverse jump attacking, hold the attack button to trigger Impact Fall. Falling from the sky, crash into the ground to deal 330.6% of ATK + 17 damage to and suspend nearby targets. Afterwards, hold the attack button again to trigger Roar, granting temporary invincibility and dealing 330.6% of ATK + 17 and knocking enemies back. |
Soundtrack | Jump, Attack | While airborne, hold the attack button after the 2nd attack of Prisonbreak to trigger Soundtrack. Dash through the air in multiple directions, dealing 458.3% of ATK + 24 damage. |
Reverb | Each attack has a 50% chance of adding 1 note to the target, lasting 15 seconds and maxing out at 5 notes. Wolf Bite, Wild Hunt, and Impact Fall have a 100% chance of adding 1 note. Notes are added in 1 second intervals. Passive: Soundtrack and Echo detonate all notes on a target, dealing 35% of ATK damage (doubles damage if 3 or more notes are detonated). Passive: If 2 or more notes are detonated, the target will enter a state of intoxication, dealing 1% of max HP damage per second for 16 seconds. The damage from detonating notes and intoxication is considered as dodge attack damage. |
Dodge
Name Skill | Type | Ability |
---|---|---|
Echo | Dodge, Attack | Perform a close range claw attack, dealing 383.2% of ATK + 20 to surrounding targets and knocking them down. |
Dodge | Dodge right before getting hit to trigger a Phantasia, reducing the speed of enemies within an area. Become immune to hitstun for 0.5 seconds while dodging. |
Skill
Name Skill | Type | Ability |
---|---|---|
Soul Master | Separate the spirit and physical body, dealing 225.7% of ATK + 12 and create a Musical World that lasts for 30 seconds, where you take 8% less damage and ignore 35% of the target’s defense. The spirit body has 30 times your max HP, and 100% of non-passive damage received from Gleipnir will be dealt back to the physical body (1% to the player), while recovering 50% of ATK as health. Receive 12% less damage from the spirit. The spirit body lasts for 15 seconds. When the spirit returns to its physical body it receives AoE damage equal to 1282% of ATK + 68. The spirit body will return if it was defeated, if its duration expired, if a new spirit body was summoned, or if the spirit body and physical bodies are too far away from each other. Soul Master has a cooldown of 30 seconds. |
Discharge
Name Skill | Type | Ability |
---|---|---|
Ovation | When a weapon is fully charged or triggers Phantasia, switching to this weapon from another weapon removes all debuffs from the wielder and rushes you to the the target to deal 1203.3% of ATK + 63 damage to targets in range and add 3 notes. Immune to damage for 2.6 seconds during the skill animation (does not take effect in Apex League). |
Combos
Best combo for Fenrir are: Tianlang +Nemesis.
Combat Tips:
Number | Tips |
---|---|
1 | Use a weapon that restrains your opponent’s attributes. If not, then use the highest level weapon! |
2 | Ranged attacks from the opponent to the body is easy to feel no, but blood slowly fall, so the battle priority to clear the archers on the high platform. |
3 | Although the source weapon is good, but the CD is too long, not recommended as the main means of output. |
4 | If you have no SSR or SR fire weapon, then take a compound bow. |
5 | SSR is not the goal, there is a high star SR to use much better. |
6 | Don’t mess with monsters whose levels are much higher than yours. |
7 | Whatever the time to keep a flame weapon, not only can you fight monsters, many exploration points trigger need him. |
8 | Many moves need to consume stamina, be sure to save stamina dodge trigger phantom time. |
9 | Trigger the phantom time, this time control needs to be well practiced, if you can trigger the phantom time every time, then the battle will be much easier. |
Gameplay
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