Seth
An A-rank Electric Support/enabler: grants a shield and buffs one teammate's Anomaly Proficiency while lowering the enemy's Anomaly Buildup RES — a cheap backbone for Anomaly DPS teams.
Tier A · Defense · Electric. BiS: Peacekeeper - Specialized. An A-rank Electric Support/enabler: grants a shield and buffs one teammate's Anomaly Proficiency while lowering the enemy's Anomaly Buildup RES — a cheap backbone for Anomaly DPS teams.
Best W-Engines
Recommended Drive Discs
4: ATK% · 5: ATK% · 6: Energy Regen (ER) or ATK%
Prioritize ATK% > Energy Regen > ATK > PEN (Seth's shield and AP buff scale with ATK).
Skill priority: Core Skill > Special (EX) > Assist > Basic Attack > Dodge
Worth building if you run Physical/Electric Anomaly DPS (
Jane,
Yanagi,
Grace). He's a cheap but high-value A-rank support: shield, AP buff, and RES shred all in one. The weakness is that he only buffs one ally strongly and is less flexible than S-rank supports; outside Anomaly teams he's nearly useless.
Seth converts 40% of his initial ATK into a shield (cap 3,000 pts, 25s), so ATK is the core stat. Level 60 targets (per game8): ATK ~3,750 (ideal) / ~3,200 (comfort minimum). KEY NOTE: the Anomaly Proficiency buff Seth hands allies scales with his Core Skill LEVEL, NOT with his own AP — a maxed Core gives ~+100 AP (gamewith lists ~85 AP at Core Lv4), so you do NOT need to farm AP on Seth (unless playing him as a sub-attacker). Main stats: disc 4 ATK% · disc 5 ATK% · disc 6 ATK% or Energy Regen. Bring some Energy Regen so his EX Special cycles reliably. Substat priority: ATK% > Energy Regen > ATK > PEN (per game8/prydwen).
1) Use EX Special (Thunder Shield Rush) to gain the Shield of Firm Resolve (= 40% ATK) and build Resolve; or catch an enemy attack with Defensive Assist to both block and build Resolve. 2) At Resolve >=75%, HOLD Basic to spend Resolve and unleash the enhanced Basic 'Thunder Strike – Shock'. 3) The combo's finisher triggers a Quick Assist to the agent placed DIRECTLY before Seth (left in party order) → that agent receives a shield + Anomaly Proficiency buff. 4) So put the Anomaly DPS immediately before Seth. 5) Loop: swap back to Seth to refresh shield/buff as needed, but keep his field time short so the DPS holds the field. With M2 you skip the wind-up since Resolve starts at 75%.
The most worthwhile bump for a support: the Shield of Firm Resolve gains +30% strength and the Anomaly Proficiency buff lasts +10s longer → near-permanent buff uptime and a much thicker shield for the DPS. For an enabler, M1 matters more for ease-of-use than almost anything else.
Enter battle with 75% Resolve already filled → you can immediately fire the enhanced Basic and hand a shield + buff to the DPS with no wind-up. A big quality-of-life gain for the per-rotation setup that cuts Seth's on-field time. A sensible second stopping point after M1 (per game8/gamewith).
All skills +2 levels. Only a small bump to buff/shield values (which scale with Core level), no gameplay change — a stepping stone to M4, low value for most players.
Defensive Assist gains +25% Daze/Break value. Mildly useful in teams that want extra stun pressure, but Seth isn't a Stunner so it's just seasoning — not worth pulling for on its own.
All skills +2 levels again. Still just flat numbers, a bridge to M6 — low value.
The final hit of the enhanced Basic combo gets a damage boost and a GUARANTEED crit. It raises Seth's personal damage and suits a sub-attacker playstyle (mono-Electric with an AP build), but since Seth is mainly an enabler this is a whale-tier tick most players don't need.
- A dirt-cheap three-in-one: gives a durable shield, buffs the DPS's Anomaly Proficiency, and lowers enemy resistance — an A-rank support doing S-rank work for Electric/Physical Anomaly teams.
- His AP buff costs him no personal stats: the buff scales off Core level, so Seth only needs to farm ATK for the shield — very easy to build for F2P.
- Shield + Defensive Assist keeps the team alive through heavy burst hits, letting the Anomaly DPS stay on-field continuously instead of dodging or swapping out.
- Refreshing the buff costs no energy, so uptime is easy to hold; flexible across teams from Jane Assault to mono-Electric Yanagi/Grace.
- Only strongly buffs/shields ONE ally (the agent placed before him): not a whole-team support, less flexible than S-rank supports, and demands correct party ordering.
- Nearly dead weight outside Anomaly teams: without an Electric/Physical Anomaly DPS (Jane, Yanagi, Grace, Burnice…) Seth loses most of his value.
- Needs on-field time to build Resolve and set up each rotation; his own damage is low, so sloppy play can burn precious seconds in timed modes.
In Shiyu Defense Seth is a solid backbone for a side running Anomaly DPS (Jane, Yanagi): the shield lets the DPS stay on-field pumping anomaly while keeping the AP buff up. He adds no burst himself, so don't let him eat many seconds; with the right comp he's a timing-friendly A-rank support for F2P. (Inferred from kit + game8's Anomaly-support placement — medium confidence.)
Deadly Assault is where Seth shines most: bosses hit with heavy burst, and shield + Defensive Assist let Disorder teams (Jane Assault, mono-Electric Yanagi/Grace + Rina) hold ground and keep piling anomaly on high-HP targets without constant dodging — often the score-lifting link for Anomaly teams. (Inferred from kit — medium confidence.)
Basic Attack2
Basic Attack: Lightning Strike
Press to activate: Unleashes up to 4 attacks in front, dealing Physical DMG and Electric DMG.
Basic Attack: Lightning Strike - Electrified
When Resolve is above 75%, hold to activate: Consume 75% Resolve to launch consecutive attacks in front, followed by a Finishing Move, dealing Electric DMG. When the Finishing Move hits an enemy, it triggers the Quick Assist of the squad member positioned before Seth. Anti-Interrupt level is increased while using this skill.
Dodge3
Dodge: Evasion Maneuver
Press to activate: A quick dash dodge. Character is invulnerable while using this skill.
Dash Attack: Thunder Assault
Press during a Dodge to activate:Charge forward with a shield attack, dealing Physical DMG.Damage received during the move is decreased by 40%.
Dodge Counter: Retreat to Advance
Press during a Perfect Dodge to activate: Unleash a quick downward slash on enemies in front, dealing Electric DMG. After the move, hold to chain into EX Special Attack: Thunder Shield Rush - High Voltage, enabling faster charging. Character is invulnerable while using this skill.
Assist3
Quick Assist: Armed Support
When the on-field character is launched, press to activate: Unleash a quick downward slash on enemies in front, dealing Electric DMG. After the move, hold to chain into EX Special Attack: Thunder Shield Rush - High Voltage, enabling faster charging. Character is invulnerable while using this skill.
Defensive Assist: Thundershield
When the on-field character is about to be attacked, press to activate: Parries the enemy's attack, dealing massive Daze. Seth gains 25% Resolve upon activating the skill. Character is invulnerable while using this skill.
Assist Follow-Up: Public Security Ruling
Press after a Defensive Assist to activate: Launch a forward thrust attack, followed by two horizontal slashes, dealing Electric DMG. When the skill hits an enemy, it triggers the Quick Assist of the squad member positioned before Seth. After activating the move, hold to transition to EX Special Attack: Thunder Shield Rush - High Voltage and charge faster. Character is invulnerable while using this skill.
Special Attack2
Special Attack: Thunder Shield Rush
Press to activate: Launch two shield attacks forward, dealing Electric DMG. Anti-Interrupt level is increased while using this skill.
EX Special Attack: Thunder Shield Rush - High Voltage
With enough Energy, press to activate:Unleash a series of slashes in front, dealing massive Electric DMG. Hold to charge the move, and Seth will dash forward, unleashing a series of powerful slashes, dealing massive Electric DMG. Activating the move accumulates 75% Resolve. Anti-Interrupt level is increased while charging this skill, and damage taken is reduced by 40%. Seth is invulnerable during the consecutive slashes.
Chain Attack2
Chain Attack: Final Judgement
When a Chain Attack is triggered, select the character to activate: Launch a series of slashes in front, dealing massive Electric DMG. Activating the move accumulates 75% Resolve. After the move, hold to chain into EX Special Attack: Thunder Shield Rush - High Voltage, enabling faster charging. Character is invulnerable while using this skill.
Ultimate: Justice Prevails
When Decibel Rating is at Maximum, press to activate: Launch a series of upward attacks in front, followed by a Finishing Move, dealing massive Electric DMG. Activating the move accumulates 75% Resolve, and grants 3 additional Assist Points. After the move, hold to chain into EX Special Attack: Thunder Shield Rush - High Voltage, enabling faster charging. Character is invulnerable while using this skill.
Core Skill2
Core Passive: Protector
When Seth uses EX Special Attack: Thunder Shield Rush - High Voltage, he gains a Shield of Firm Resolve equal to 40% of his initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. When Basic Attack: Lightning Strike - Electrified or Assist Follow-Up: Public Security Ruling triggers a Quick Assist or Chain Attack, causing another squad member to enter the field, that squad member gains a Shield of Firm Resolve equal to 40% of Seth's initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. Having a Shield of Firm Resolve increases Anomaly Proficiency by 50.*Stats shown are at Base level.
Additional Ability: High Spirit
When another character in your squad shares the same Attribute or Faction: When Seth's Chain Attack: Final Judgement or Finishing Move during Basic Attack: Lightning Strike - Electrified hits an enemy, the target's Anomaly Buildup RES to all Attributes is reduced by 20%, lasting 20s.
What is the best W-Engine for Seth?
Seth performs best with Peacekeeper - Specialized. See alternatives and required stats in the Gear section above.
Is Seth worth pulling?
Worth building if you run Physical/Electric Anomaly DPS (Jane, Yanagi, Grace). He's a cheap but high-value A-rank support: shield, AP buff, and RES shred all in one. The weakness is that he only buffs one ally strongly and is less flexible than S-rank supports; outside Anomaly teams he's nearly useless.
What is the best team for Seth?
Seth works best in the Jane Assault team. Full members and rotation are in the Teams section.




