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Kvare is an excellent DPS who focuses on using piercing damage to destroy his enemies. He is definitely a character worth aiming for, in my opinion!
If you have any questions or comments about the guide, please let me know!
Edit (3/29/25): Updated the guide to recommend [Kvareโs Collection]/[Will of Victory] instead of [Conviction]. Seems like he needs to be at least 3-star (maybe 5-star?) before he has enough NRG to use both [Roster] and [Conviction] reliably.
I thought it might be helpful to put a link here to my Shard Farming Priority Guide, which has been updated to include Kvare!
Overview
Kvare is a formidable DPS character who is capable of causing both widespread damage and focused, single-target damage. He can be used in a wide variety of situations, and even possesses skills that can act to support his allies. His entire kit is built around debuffs and building upon them to cause as much damage and chaos as possible to the enemy.
Trait
Kvare's trait, [Roster], forms at least part of the backbone of his kit. In addition to boosting his MATK and HP stats (by 5-15%), it also gives him an active, [Instant] skill (also called [Roster]), which inflicts a debuff called... [Roster]. (At the start of the turn, inflicts 2 random [Debuffs] on the target for 2 turns. When [Rooster] is active, his target takes damage and has the [Drain] status. Kvare immediately summons an illusion to attack the character, dealing 100% of Kvare's MATK as damage.) [Roster] is removed each time Kvare is [Stunned] or [Disrupted] or consumed). As such, you'll need to be careful with him. [It should be noted that there will be aware that this skill has a cost of 2 NRG, though once Kvare reaches 5-star, he gets 1 NRG refunded the first time he uses the skill each turn (he can use it a second time per turn at 5-star). His trait also boosts his ATK and DEF by 5%, each time the [Roster] debuff is removed from an enemy, up to 20% till the end of the battle (which cannot be immunized or dispelled) and, at the end of his turn, Kvare passively casts [Rooster] skill on the closest enemy within 2 tiles of himself.
Basic Attack
Of the two options, [Silencing Attack] is the more versatile. Although the target needs to already be [Injured] in order to inflict its secondary [Active] Skill effect on them, that effect is very powerful, and has the potential to have much more impact than a single stack of [Infection]. Kvare's piercing damage from his other skills is much better than what infection offers, so you're better off having this very useful debuff on hand, should it be needed.
Reaction Skill
Neither of Kvare's reaction skills are, in my opinion, overly impressive. Quite frankly, Kvare really would prefer not to be attacked at all, so any skill that is built around him being attacked is rather counterintuitive. But since one must be chosen, I would say that [Sanctuary Emblem] is more likely to be useful. If you're going to be building around reaction skills, using his first skill range on him is more likely to hit a large AoE of enemies. From this, single-target attacks are likely, and it might be worth the Castalia to pick up [Entrapping] for content where AoE's aren't an issue. Honestly, you won't go wrong dealing with reaction skill largely up to your own taste, but if you grab both, he does get an extra 3% ATK, so it's certainly not a waste of a Castalia.
Skill 1
For Kvare's first skill, you'll definitely want to bring his ultimate skill, [This is the Moment for Rain] (what an awful skill name). By default, the skill hits every enemy within 6 tiles of Kvare with piercing dmg equal to 40% of Kvare's MATK, and also immediately triggers and removes any [DoT] effects on those enemies. If the target(s) have been inflicted with [Rooster], he will also deal with [Piercing Vulnerable II]. [Reaction Skill] is a passive skill [Rooster], and [Rooster] is also triggered and removed from those targets. This makes it very easy to attack a very large number of enemies at once. If you're already built for [Roster], and you don't plan on [Roster] enemies who have multiple [DoT] effects on them, this skill has no [Roster] or [Flag of Contallavia] CD of 3 turns. Since this skill constitutes much of Kvare's offensive capability, he benefits from effects that reduce CD, like [Happiness] or [Flag of Contallavia].
Skill 2
While [This is the Moment for Rain] is a solid skill, it can be made even better by bringing Kvare's passive skill, [Wither]. This passive modifies his ultimate so that it no longer triggers and/or removes [DoT] effects, but instead doubles the damage that the skill does. Additionally, when Kvare actively deals damage with any non-[Instant] skill, he additionally inflicts 60% of his MATK as [Life Loss] on the target(s) for 1 turn. [This skill effectively swaps out attempting to trigger other [DoT] effects, which is often resisted by endgame enemies, with both raw damage and his MATK-based piercing DMG, which is much more reliable, since it isn't resisted by immunity. You might reason a team-based piercing DMG. The second part of this passive's effect also applies to any other attack skills that Kvare uses, making it far more uses than just his ultimate.
Skill 3
Kvare's final skill slot is a bit of a flex slot, but (at least for shorter content), [Will of Victory] is usually the best option. This skill is actually several skills-in-one. All of which can only be used once per battle, in the following specific order: (1) [Will of Victory: Instant], Grants [Potential Burst] to all of the targets. (2) [Flaming Winds], Deals 60% [fire] [AoE] dmg to enemies within range and inflicts 2 stacks of [Ignition]. (3) [Fortune], [Instant]: Instantly Recovers all NRG on the target. (4) [Chill of Ocean], Deals 100% [Ice] [AoE] dmg to enemies within range and inflicts [Frostbite]. (5) [Golden Portal], [Instant]: Recovers all HP of the target. (6) [Wrath of Thunder], Deals 100% [Thunder] [AoE] dmg, inflicts 2 stacks of [Paralysis]. [Will of Victory] is essentially a buff and support skill. [Fortune] and [Golden Portal] effect on the target after attacking. This skill's biggest downside is that it becomes an empty slot after using all six skills. As such, be careful how you use the skills, and make the most of them. The biggest advantage of this skill is the fact that it uses no NRG, which means he can save his NRG for [Roster].
Equipment
For a weapon, Kvare really wants his Astral Imprint, Nightmare Puppet, as it synergizes perfectly with his kit. It buffs his MATK, all of which his piercing dmg scales, and allows his attacks to inflict an extra debuff, as well as the unique [Nightmare Puppet] debuff, which increases piercing DMG received by 5-15% (depending on the level of the weapon). Since almost all of Kvare's damage is piercing dmg, this makes a noticeable increase in overall damage output. If you do not have access to his Astral Imprint, however, Different Promises is also fine with his build. For a trinket, you can either opt for the Origin Hourglass or the Shield of Justice; the former provides a bigger but conditional boost to his MATK, although it'll never get lost. This isn't a bad option, since the latter provides a smaller, unconditional one, so it's largely a matter of taste. Maverick's Cloak can also be worth considering if he's going to be moving away from allies before using his attacks. For tarot, truly the only one you should consider is [Fool], since it directly increases his M.ATK, all of which is his piercing dmg. Fortune can be useful if NRG allows for extra skill usage, but since Kvare can cast [Roster] once per turn, you should only really be concerned if you're interested in using his damage skill as quickly as possible. For engravings, I suggest Sword + Wand, since it boosts his MATK. Sword + Pentacle is okay, since he doesn't like to take damage anyway, but the ATK ceiling on Pentacle engravings is lower than Wand engravings, so you end up losing out on MATK that way. When rolling for stats, you should prioritize MATK.
Additional Notes
[Victory Before Battle] is worth considering instead of [Conviction] if your primary goal is to simply spam Kvare's ultimate and not use any other skills besides it and [Roster]. This skill is a passive which causes Kvare to heal 20% of his HP and gain 1 NRG, plus 2 [Level 2 Buffs] every time an enemy with [Roster] is defeated. This can help keep Kvare topped up on NRG to he can use [Roster] each turn, but if you're going to run this, make sure you have a way to reduce the CD of his ultimate, or you're going to have a plethora of dead turns and Kvare is going to feel very slow.
[Conviction] (his default skill) has a range of 4 tiles and inflicts [Life Loss] on the target equal to 100% of Kvare's MATK, as well as inflicting them with 1 [Move] and 1 [P.DEF]. [Life Loss] deals 100% of the damage immediately, but doesn't deal damage afterward. However, at the end of the turn, [Life Loss] will also remove all of a unit's [Buffs] and [Shields] it shortens the [Life Loss] duration by 1. This ends up being effective damage equal to 200% of Kvare's MATK on the target. [This skill is actually a positive attack] and (as long as you don't need the end turn deal immediately), it's even effective without [Roster] on the target. It can be used every turn and costs only 2 NRG, meaning that it can be combined well with [Roster] on turns where you can't use his ultimate, or in more single-target scenarios.