The Wheat and the Anthem: Archetto
Featured Operators:
Rarity | Operator |
6★ | Archetto - Anti-Air Sniper |
5★ | Iris - Caster (New Archetype?)
Chiave - Skill-DP-Recovery Vanguard | 4★ Rate Up | Beanstalk - Vanguard (New Archetype) |
- 6★ Rate-Ups have a 50% chance of appearing when pulling a 6★
- 5★ Rate-Ups have a 50% chance of appearing when pulling a 5★
- 4★ Rate-Ups have a 20% chance of appearing when pulling a 4★
- Operator Feature Banners do not add Operators to the Distinction shop
Should You Pull?
Probably not.
The Operators on this banner are designed for very specific, very niche team compositions. Archetto wants to be used with other [On Attack] SP-charging Snipers to maximize the value of her Talent. Iris wants to be used with Sleep-friendly units like Kafka and Blemishine. Chiave wants to be used with the 1* Robot Operators. Beanstalk is probably the most generally applicable Operator on the banner, but as a 4* unit, you probably don’t need to devote that many resources to finding her.
If you enjoy using any of the team compositions described above (Sniperknights, anyone?) then there’s nothing wrong with pulling on this banner. These Operators aren’t bad, just gimmicky. And of course, if you’re looking for Beanstalk anyway, you may as well do Headhunt x1 until you pull a 5★ or higher Operator off this banner, since one is guaranteed in the first 10 rolls.
Quick Overview
+ Usual archetype strengths: Low DP cost, fast ASPD
+ Talent 1 generates SP for Snipers equipped with [On Attack] Skills while Archetto is deployed (i.e., Blue Poison, GreyThroat, Meteorite)
+ Talent 2 blocks the first hit Archetto would take after she is deployed and gives her a chunk of SP when activated
+ S1 is good for keeping groups of weak enemies under control
+ S2 resets Archetto’s attacks and can ricochet to hit enemies that are out of her attack range
+ S3 increases Archetto’s attack range and spams multiple hits against multiple targets within that range
- Usual archetype weaknesses: requires buffs to deal noticeable damage to high-DEF enemies, since she deals multiple weak hits instead of singular strong ones
- Talent 1 is only useful for Snipers who have [On Attack] SP-charging Skills, which is not very many of them
- Once it activates, Talent 2 is useless unless you retreat Archetto and redeploy her
- Even with her Talent, Archetto’s Skills can be a little slow to charge (especially S3)
- The ricochet from S2 and S3 can be hard to predict
+ Usual archetype strengths: Unusual attack range for a Caster, extremely high base ATK, “charges up” when not attacking to unleash a stronger hit later
+ Relatively low SP costs for her Skills
+ S1 turns her attack range into a long straight line for a few seconds and causes her to inflict many quick, weak attacks over the duration; the increased ASPD also increases her charging speed
+ S2 puts 2 enemies in her range to Sleep and deals AoE Arts damage when they wake up; the Sleep also gives Iris time to “charge up,” so she disables enemies for a while and then releases massive burst DPS on them afterwards
= Sleep can be a double-edged sword
- Usual archetype weaknesses: VERY slow ASPD
- S1 has a VERY short duration
+ Talent gives Chiave an ATK and DEF buff for every deployed 1* Operator and gives all 1* Operators greatly reduced redeploy time
+ S1 generates a lot of DP (the same amount as other 5* Skill-DP-Recovery Vanguards)
+ S2 instantly generates DP, deals Arts damage to nearby enemies, and reduces the RES of all damaged enemies
= Compared to popular 5* Vanguard Texas, Chiave does slightly more damage and inflicts a RES debuff, but he can’t Stun enemies
- Usefulness falls dramatically if you’re not using 1* Operators and/or aren’t utilizing the RES debuff
+ Summons a metal crab minion that is pretty hard to kill and automatically revives after several seconds
+ The metal crab costs no DP to deploy and does not count against the unit limit for a map
+ S1 instantly generates DP and restores the metal crab to full HP, even if it is currently in the process of reviving
+ S2 generates DP over time and summons four more metal crabs around the primary crab, blocking off a wide swath of the map for several seconds; all of the crabs also gain a large DEF buff, making them even harder to kill for the duration
= The first Vanguard who is deployed on ranged grids rather than melee grids
- Can only deploy her metal crab within her attack range
- Both Beanstalk and her metal crab have low DPS
- Lower DP generation rate than many other Vanguards
Archetto
Archetto is a nun, a businesswoman, and a fan of the philosophy that “more is more.” Just look at the size of that composite bow she’s wielding! And why stop there? More SP for her Sniper allies! More attacks made with a single arrow! More arrows to make those multiple attacks! More attack range to cover with those arrows! More! More!! MORE!!!
Iris
Iris walked out of a literal fairy tale to return a treasured radio to a Rhodes Island Operator who left it with her as a child. How is it that Iris hasn’t aged since she first took that radio decades ago? Magic? Dreams? Iris isn’t talking. But she certainly is contributing, bringing the highest ATK in all of Arknights, a special damage-charging Trait, and the power of the Sleep ailment to bear against those who would threaten the children of the world.
Chiave
Chiave loves tinkering with machines and robots, so it’s no surprise that his Technical Expertise Talent involves working with Rhodes Island’s Robot Operators. Technical Expertise gives Chiave bonus ATK and DEF for every 1* Operator on the field, and it also gives all 1* Operators dramatically decreased deployment time. Would you like to use Castle-3’s Tactical Configuration buff every minute? How about Lancet-2’s global Support Spray healing? Chiave makes this possible! And that’s not all: he boasts a Skill-DP-Recovery Vanguard’s DP generation as well as some potent AoE Arts damage with his Blazing Wire Stripper S2, which damages nearby enemies and leaves behind a nasty RES debuff.
Beanstalk
Beanstalk is dedicated to proving that breeding metal crabs is not a waste of time and money, despite what popular wisdom may claim. Just look at how useful they are in battle! Beanstalk can stay up away from the action—the first Vanguard to be deployed on a ranged grid—while the metal crabs man the field, impeding enemies with their high DEF and Block-1. Even when defeated, the crab just needs several seconds to recover before it pops back out of the soil, fresh as a daisy and ready for more. And on top of that, they’re cute! Don’t you want to buy thirty today to fund Beanstalk’s crab-raising program? Pretty please?