A Wanderer in the Wind: Fartooth
Featured Operators:
Rarity | Operator |
6★ Rate Up | Fartooth - Deadeye Sniper |
5★ Rate Up | Ashlock - Fortress Defender
Manticore - Stalker Specialist |
- 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★
Should You Pull?
No. Fartooth is a very fun Operator to use, but she probably isn’t worth spending resources to pull. Her gimmick is infinite range on her Skills, which is cool to watch but rarely as useful as it sounds. In some situations, her infinite range can even be at odds with her normal attack range when it comes to targeting priorities. In most of the situations where you might want to use her, other Operators can do the same job as well or better.
As with all banners, a 5★ or higher Operator is guaranteed in the first 10 rolls. Should you pull just for that? Probably not. Ashlock and Manticore are both fun Operators with unique strengths and use cases. However, they’re not really strong enough to compete with other, more powerful options.
Quick Overview
+ Usual archetype strengths: Huge attack range, high base ATK
+ Low SP costs and good Skill uptime
+ E1 Talent increases her ATK when she hasn’t taken damage recently, which is usually an easy condition to meet (though not on poison mist stages)
+ E2 Talent reduces her aggro while she has a Skill active, helping to maintain E1 Talent for Skill durations
+ S2 lets her attack enemies anywhere on the field (but if they’re outside of her range, they have to be Blocked for her to target them) and dramatically increases her ASPD
+ S3 turns her attack range into an infinite straight line and increases her ATK; damage will also be increased if she hits an enemy outside of her base attack range
= Infinite range can be helpful against some enemies (i.e., ones that explode on death) but is often less useful than other Sniper gimmicks
- Usual archetype weaknesses: Very slow ASPD, does not prioritize aerial enemies
- Because of her archetype, she prioritizes low-DEF enemies; she may “waste” her infinite range by targeting undesirable low-DEF enemies over more important targets (especially if low-DEF enemies walk into her normal attack range during S2)
- S2 loses a lot of value against enemies that cannot be Blocked or do too much damage to be Blocked for long
- S2 does not increase her ATK or damage, just her ASPD, so its output suffers against high-DEF targets
- She has to be placed VERY far back to get the bonus damage from S3, considering how long her base attack range already is; this is not always possible on some maps
+ A ground-deployed unit with long-range AoE Physical attacks
+ Gains Block-3 at E1
+ E1 Talent increases her ATK (the buff is increased when she has ground tiles on all four sides of her deployment position)
+ S2 increases her ATK and ASPD and reduces her Block count to 0 so she won’t stop doing ranged attacks for the duration
= Block-0 on S2 can be convenient, since you probably don’t want her Blocking anyway, but it can also allow for leaks if you’re careless
- Slow ASPD reduces overall DPS (somewhat mitigated by S2)
- High DP cost
- Stops performing ranged AoE attacks while Blocking enemies (she just punches her Blocked target like a Normal Defender instead)
- Short duration on S2
Stalker/ Controller Specialist
+ Very slippery and hard to damage; has Invisibility, lower aggro, and 50% Physical/ Arts Dodge
+ Regular attacks are ground-based AoE, hitting all targets within her attack range
+ Talent gives her a large ATK buff for her first attack when leaving Invisibility, resulting in powerful AoE strikes
+ S1 permanently adds a passive Slow effect to her basic attacks; this is one of the few options for 100% Slow uptime, and it stacks with Sluggish-type Slows as well
+ S2 adds a Stun effect to her attacks and also reduces her ASPD, causing her Talent’s ATK bonus to trigger on every attack
= Block-0 means she cannot take melee damage, but also means she can’t Block enemies
= Generally more effective at the crowd-control role than the DPS role
- Usual archetype weaknesses: Very slow ASPD, reducing DPS and effectiveness of S2 crowd-control
Fartooth
Fartooth intended to start her own order of Infected Knights in Kazimierz, but she ended up joining Rhodes Island’s collection of Infected former-Knights instead. A talented archer with a flashy fighting style, Fartooth knows what her audience likes to see: infinite-ranged arrows streaking across the field like a blazing comet to one-shot her unsuspecting targets!
Ashlock
Ashlock still hasn’t figured out how she feels about Rhodes Island’s management style, which is relatively free-form and laidback compared to the rigid tournament rules of Kazimierz. Considering that she’s decided to become a Defender who fires ranged, AoE artillery shells on the opposition, however, it’s safe to say she’s already become quite comfortable with breaking the rules!
Manticore
Manticore is so shy and quiet that some Operators may never notice she’s there at all. Or maybe that’s the effect of her Hidden Killer Talent, which she uses to stay completely Invisible on the battlefield until she’s ready to pop out of hiding next to her targets, perma-Slow them as they try to flee, and fill them full of lethal venom so they die a slow and painful death.
…nah, it’s probably just because she’s so shy and quiet. That definitely makes more sense.