Jenua

Jenua

5-starFireD tier

Introduction

Jenua is a 5-star Fire character in Epic Seven. Faction: Wetheric Moor.

On our Epic Seven tier list Jenua is D tier, 251st of the 311 characters ranked, from where 3 current tier lists put Jenua.

By game mode, Jenua is D in PvE.

Other Fire characters in Epic Seven: Abigail, Achates, Adventurer Ras, Aramintha, Azalea, Baal and 55 more.

Is Jenua good?

While Jenua is in Frenzy she can chain her first skill straight into her third for a fast burst, and her third skill also heals her, pierces defense, and spills extra damage across the remaining enemies if it crits. Her passive can save her from a single lethal hit once, giving her a bit of insurance in close fights.

Strengths

  • Can chain first skill into third skill while in Frenzy
  • Third skill heals, pierces defense, and can splash bonus damage on a crit
  • Passive grants a one-time save against a lethal hit

Best build for Jenua

From 1,285 player builds

Artifacts

4 options
  1. 1
    Wind Rider
    73%
  2. 2
    Master of the Nightmare
    7%
  3. 3
    Dark Blood Keeper
    6%
  4. 4
    Rhianna & Luciella
    4%

Typical stats

Speed
229
Attack
3,988
Health
10,349
Defense
859
Crit Chance
101%
Crit Damage
309%

Gear sets

3 options
  1. 1
    Speed(4)Torrent(2)
    61%
  2. 2
    Destruction(4)Torrent(2)
    19%
  3. 3
    Speed(4)Immunity(2)
    4%

Profile

Jenua is a male Vampire.

Background

A Vampire from the Roland family, who established the Wild Dog Company.

A long time ago, he was banished from his homeland after a trial, branded an exile, and thereafter settled in the continent of Ritania.

Unlike other Vampires, he refrains from drinking blood.

He heads to Erasia with the Wild Dog Company to solve a case he has been working on.

Cidd / Cidd / Friendly: Though Jenua often finds Cidd cheeky, he is the youngest member of the Wild Dog Company whom he holds dear.

Dingo / Dingo / Friendly: A rowdy member of the Wild Dog Company paired up with Cidd, Dingo is someone Jenua can't imagine the company without.

Shadow Knight Pyllis / Shadow Knight Pyllis / Friendly: A kid to whom Jenua gave his armor.

He also knighted Pyllis as a Shadow Knight, believing that she would dutifully protect Haste.

Haste / Haste / Friendly: Jenua finds the resemblance between Haste and Conwell uncanny, not just in their actions but also in the way they speak.

Conwell / Conwell / Friendly: Jenua used to protect Conwell, a Vampire Lord and his cousin, at all costs.

He seems to haunt Jenua even after his death.

Jenua’s direct role is concentrated in Orbis Gladiatorium - Preliminaries.

He is introduced at the Wild Dog Company headquarters when Cidd is shocked to learn that he plans to enter the Orbis Gladiatorium, since Jenua normally avoids anything that attracts attention.

Jenua does not explain himself openly at first, only saying that he had a change of heart, but his private thoughts reveal the reason behind that decision: he remembers Lady Jane Roland’s dream of a future where Humans, Vampires, and Shadow Elves could live together in harmony, and concludes that the planet itself must survive for that dream to remain possible.

These early scenes also establish Jenua’s place within his group.

He is clearly the captain of the Wild Dog Company and acts as the calm center of a noisy, familiar dynamic with Cidd and Dingo.

Even while they bicker around him, Jenua responds with dry patience, and when Dingo fusses over feeding him, he simply reminds them that being a Vampire makes such worries less urgent.

The text presents him as composed, slightly sardonic, and used to managing a chaotic but close-knit circle.

Jenua’s main on-page role comes during the Wetheric Moor preliminaries, where he faces Adventurer Ras in the final round.

The announcer introduces him as the captain of the Wild Dog Company, and Jenua himself expresses surprise that the Heir of the Covenant is participating.

He also thanks Ras for looking after Cidd and Dingo, showing that his concern for his companions carries into the match itself.

Rather than treating the duel with hostility, Jenua proposes a fair but competitive round, and after losing he openly admits that Ras overwhelmed him despite Jenua’s confidence in his own ability.

The aftermath of that battle reveals Jenua’s core motivation most clearly.

When Ras remarks that Jenua must truly value his team, Jenua confirms it directly, saying that the Wild Dogs are his family and that he would gladly swing his blade to protect them.

He then offers Ras his help in the future, saying that Ras would have done the same for them, gives him his chess piece, and sincerely hopes Ras will go on to win the later rounds so that his family’s future can remain intact.

In this way, the story frames Jenua not as someone chasing glory for its own sake, but as a seasoned fighter whose loyalty to his found family drives both his participation and his promise to Ras.

Overall, Orbis Gladiatorium portrays Jenua as a restrained but deeply loyal swordsman: a man who rarely seeks the spotlight, but who chooses to step into it when the world’s survival and his family’s future are at stake.

Stats

  • ATK1,228
  • Crit Rate23%
  • DEF473
  • Crit Damage150%
  • HP6,266
  • Effect Hit0%
  • Speed113
  • Effect Resistance0%

At max level. Each bar is measured against the highest value in the Epic Seven roster.

Skills

3
  • Taste Test

    Skill 1 · +1 soul

    Attacks the enemy by dashing towards them, and increases Attack of the caster for 1 turn. When the caster is already enraged, activates Bite as an extra attack Bite can only be activated once per turn, during the caster's turn. Soulburn: Grants increased Attack (Greater) for 1 turn. (-10 souls) Enhancements: Lv. 1: +5% damage dealt Lv. 2: +5% damage dealt Lv. 3: +5% damage dealt Lv. 4: +5% damage dealt Lv. 5: +5% damage dealt Lv. 6: +5% damage dealt Lv. 7: +10% damage dealt

  • Wild Dog Company Captain

    Passive

    Upon receiving lethal damage, grants immortality to the caster for 1 turn. Immortality can only be activated once per battle. After being attacked, when Health is 50% or less, activates Plan A. Plan A can only be activated once every 5 tums. Plan A: Dispels all debuffs from the caster and becomes enraged for 2 turns, before increasing Combat Readiness by 50%. Enhancements: Lv. 1: -1 turn cooldown

  • Bite

    Skill 3 · Cooldown 5 turns · +2 souls

    Attacks the enemy with a sword. Penetrates the target's Defense. A critical hit deals additional damage proportional to the caster's Attack to all enemies except for the target. Enhancements: Lv. 1: +5% damage dealt Lv. 2: +5% damage dealt Lv. 3: +5% damage dealt Lv. 4: -1 turn cooldown Lv. 5: +5% damage dealt Lv. 6: +5% damage dealt Lv. 7: +10% damage dealt

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