MaidenInformation and Guide

Character
Introduction

Maiden is a SSR rarity Burst
3
character from the Attacker class, who wields a Shotgun
Shotgun
weapon and belongs to the Electric
Electric
element. She's part of the Elysion
Elysion
faction.

A Nikke from Extrinsic who dresses to impress. Underneath her mask lies a shocking secret.

To learn more about Maiden check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Maiden check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Investment tips

Profile

Skills
Max level
Normal Attack

Normal Attack

Shotgun

Mode: Normal

Ammo: 9

Reload: 2.03s

■ Affects target enemy.

Deals 231.6% ATK as damage.

Deals 200% damage when attacking core.

Skill 1

Kotodama: Words of Skill

Passive

Cooldown: -

Activates when attacked 20 time(s). Affects self.

Revenge: ATK ▲ 26.66% for 20 sec.

Skill 2

Kotodama: Words of Assault

Active

Cooldown: 30s

■ Affects all enemies.

Taunt for 10 sec.

■ Affects self.

Critical Damage ▲ 152.84% for 10 sec.

Burst

Kotodama: Words of Power

Active

Cooldown: 40s

■ Affects all enemies.

Deals 457.87% of final ATK as damage.

■ Affects the same target(s) when in Revenge status.

Deals 457.87% of final ATK as damage.

Skills (Treasure)

Maiden doesn't have a treasure yet. If they receive one, we will update the section!

Specialties
Taunter
Voice Actors
ENG
Jenny Yokobori
JPN
Yui Horie
KR
Min-ah
Gallery

Review

Review

As it has been a long time since the initial analysis of Maiden and in light of the ever-evolving meta, the dedicated review has been hidden. Furthermore, Maiden has fallen out of fashion when it comes to PVE content. Consider using other higher-ranked units from our tier list if possible. The character is part of the meta in PVP. For more information, visit our PVP meta guide.

Ratings
D

Story (low deficit)

E

Story (high deficit)

B

Bossing

SS

PVP

Investment Tips

Skill Investment

Here's the explanation for all the numbers and colors used in the guide:

  • 10/5/7 means upgrading Skill 1 to lvl 10, Skill 2 to lvl 5, and Burst Skill to lvl 7,
  • Yellow means the immediate investment when u get the unit. There are 3 reasons for this:
    • If the unit is Meta or High Priority, it will have a starting investment of more than 1/1/1 (such as 4/4/4) depending on what the unit provides.
    • If the unit is Medium or Low Priority, 1/1/1 will be mentioned, meaning no immediate investment is required, and you can invest in this character if you need to use it according to the priority listed.
    • If we deem that a unit does not have usable skills to be meta for any gamemode, no investment will be mentioned.
  • Blue means minimum investment to take advantage of the Nikke's skills. There are 2 reasons for this:
    • Sometimes, minimum investments are breakpoints such as for Noir or SAnis.
    • Sometimes, minimum investments are just the ideal way to progress to upgrade that unit, before moving on to Recommended and High.
  • Red means recommended investment for F2P players,
  • Purple means maximum recommended investment, in order to get the best out of the unit. You should only try to reach these investments if you have a surplus of Skill Books leftover.

More info:

  • The skill investment list below features a lot of Level 4 and 7 because they are easier to understand. Any higher levels will cost a new type of resource.
  • However, you may choose to upgrade to Level 5 if you need a stronger effect instead of 4, as the increase in Blue Manual cost from Level 4 to 5 is still low. The leap only starts from Level 6 onward.
  • There is also a leap from Level 3 to 4, so if you want to save a tiny bit of Blue Manuals, then leave at 3 instead of 4.
Gear Investment

This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.

For OL targets and order of acquisition, we decided to divide the target effects into several categories.

  • Essential: With all gear combined, your unit must have the roll(s) prescribed as a minimum requirement. Example: Charge Speed on Alice. You cannot compromise on these rolls.
  • Ideal: These rolls will improve your unit's performance significantly. Aim for 2 lines of Essential/Ideal per gear for maximum performance and the best Return on Investment (ROI). If you get 3, you are lucky. You can choose to only have 1 as well to save materials. Example: Elemental Damage on Scarlet.
  • Passable: Low-priority line that has either limited value or the impact is not as strong as other rolls. Should this show up as a bonus together with a better line, you can choose to keep them. Example: Charge Speed on Red Hood.

Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.

Additional tips:

  • Priority (PvE/PvP) isn't necessarily lower than Priority (Universal), which has no tag/label. It just indicates that this unit performs only in select types of content.
  • If a suggested effect has the number ×2 next to it, that means you should get the effect on at least 2 gear. The same idea applies to other numbers.
  • Focus on obtaining Essential(s) then you can start worrying about optimizing your rolls. Units require these to function, and the impact is too massive to ignore.
  • If a unit has no Essential(s), that means their performance is not that dependent on OL, but they can still benefit from good effects.
  • Remember that this is just a recommendation list, and attaining perfection is impossible. You will have to make some compromise, pick whichever rolls you desire the most, and conserve as much material as possible.
Cube Investment
Pre-overload
  • Assault Cube

    Assault Cube

  • Resilience Cube

    Resilience Cube

Post-overload
  • Assault Cube

    Assault Cube

  • Resilience Cube

    Resilience Cube

Assault Cube helps Shotgun wielders to actually hit something past Near range. While the Resilience Cube is a generic DPS increase (but it's better in scenarios when you fight stuff only in Near range as there Hit Rate isn't that useful).