Skrimp guide: skills, build and team roles
Overview
Skrimp is a Rare Light Melee Attacker from the Lightseekers in Invokers: Titan Legacy. He offers more than direct damage: a charge that prioritizes Supports, a long single-target control Skill and an Ultimate that places ATK Down and DEF Down. That combination gives an early roster several useful tools without needing a separate Invoker for each job.
Skrimp tops out at 733 ATK, 591 DEF and 6,173 HP before Gear. ATK comes in low for a Melee Attacker, DEF about average, HP low. He has no self-heal, Shield or revive, so after a successful dive you'll need a way to keep him alive.
Flying Skrimp! picks a target within seven metres, tracks it for five seconds and attacks only if Skrimp reaches it. Supports get targeting priority. That's great for threatening a nearby Support, but it won't hit any enemy you choose from across the Arena. Movement, range and interruptions can stop it landing.
Skrimp Tornado! attacks nearby enemies twice. ATK Down is placed on the first hit and DEF Down on the second, so both hits need to land to get both debuffs.
Skills To Prioritize
Flying Skrimp!'s Launch starts at two seconds and reaches 3.5 seconds at Level 10. Max Level keeps that duration while lowering its cooldown from 21 to 20 seconds. The knockback remains six metres.
Skrimp Smash! starts with a three-second Stun and a 25% chance to place Shock instead. At Level 10 the control lasts six seconds and the replacement chance is 45%; Max Level raises it to 50% and lowers the cooldown to 20 seconds. That's a chance to change the control type, not a chance the Skill does nothing. Accuracy, RES and immunity still decide whether the control lands.
Shock affects the damage a target takes differently from Stun. It can give your team a better damage window, but it won't happen on every cast, and it isn't an extra 125% damage bonus.
Skrimp Tornado! starts with 25% ATK Down and 25% DEF Down for ten seconds. At Level 10 it places 33% and 35% for 14 seconds. Max Level reaches 35% for both, lasting 16 seconds, and costs 800 Mana rather than 850 at Level 10. That's a handy pair of area debuffs, especially when your team doesn't have those effects.
If you want Skrimp to support your team's damage, prioritize Skrimp Tornado!, as its ATK Down and DEF Down grow to 35% for 16 seconds at Max Level. If you want him to lock down susceptible waves and Arena targets, consider upgrading Skrimp Smash! first, as its control grows from three seconds to six seconds at Level 10. Boss immunity can make the second option less worthwhile if you mostly fight Bosses.
Build And Team Support
Accuracy is the main stat for Skrimp: it supports his Stun, Shock, Launch and debuffs, so put it on his Chestplate and keep stacking it after that. Then build 75-80% Crit Rate and as much Crit DMG as the build allows. Fully Awakened and before Gear he has only 23 Accuracy, so it is the stat to build first. Add enough HP and DEF to survive in melee. Mana Gen helps Skrimp Tornado! come around sooner.
For more damage, consider Attack Relics: their Set Bonus raises the ATK that his hits scale from. To land his control and debuffs more consistently, equip Accuracy Relics.
Skrimp has no healing, Shield or revival of his own, so pair him with a healer or protective Support, and a Tank to take the focus away from him.
Arena, Bosses And Spires
Arena suits his Support-targeting charge and single-target control. It only works if he actually reaches a useful target and his effects get past the opponent's RES. A protected or high-RES Support can be hard to take down, even though the charge goes for Supports first.
Against Galvos, who rewards debuffs, Skrimp Tornado! places ATK Down and DEF Down on nearby enemies. Against Ulgorim, Skrimp Tornado!'s DEF Down helps your team's damage, but Skrimp doesn't place Heal Reduction.
Against Sakiel, his native Mana Shock Tolerance helps, but he can't place Mindworm or remove buffs.
Against Sorgott, Skrimp Tornado!'s area damage and debuffs can help, but he can't cleanse, doesn't place Jinx and has no native Manaburn or Crush Tolerance. Build him if your roster is missing the debuffs and control he brings, not because one control duration looks impressive.
In the Light Spire, area ATK Down and DEF Down can make waves safer and faster, and Skrimp Smash! controls dangerous individual enemies. Bring healing, Shields or revives from other Invokers, because Skrimp can't recover your team between those control windows.
Awaken
Awakening boosts an Invoker's stats significantly. Bonuses from Relics, Accessories, the Trophy Room, Tactics and Titan leader bonuses apply to base stats and Awakening stats alike, so unlocking the Awakening nodes is critical to maximise Skrimp's potential.
Unlocking each Titan node at Star 2, 4 and 6 adds a second to Titan Invokation, taking the total from 12 seconds to 15.
Review the Awakening guide for more detail.
















































