As in My Adumbration: Ines
Should You Pull?
Probably. It depends how much you want Ines.
Ines is a very strong unit, and she’s coming at a good time—the super-overpowered limited units are past us and a lot of the upcoming 6★s are weaker than she is.
The drawback is, she’s coming on a terrible banner. Humus (the 4★ unit) would be a good unit if not for welfare unit Highmore hogging his spot, and the two 5★ choices don’t even have that going for them.
If you’re completely out of resources and/or don’t care for Ines’s kit, it’s reasonable to skip her here and see if she shows up on a better banner later. However, if you DO take the risk and pull for Ines, she won’t disappoint. She’s the perfect package: powerful, flexible, widely usable, loaded with utility, and extremely cool-looking.
As with all banners, a 5★ or higher Operator is guaranteed in the first 10 rolls. Should you pull just for that? Definitely not. Cement is occasionally usable but mostly underwhelming, and Windflit is tremendously underpowered. Neither 5★ is worth your resources.
Quick Overview
+ Usual archetype strengths: A ground-deployed Vanguard with ranged attacks and a (slightly) increased attack range; faster redeployment time
+ Ranged damage, DP generation, Invisibility, Bind utility, and more on a cheap, fast-redeploy Vanguard unit
+ The first time she attacks any enemy, she Binds them and Steals part of their ATK to increase her own (E1 Talent)
+ Reveals stealthed enemies in her attack range and, when retreated, leaves behind a deployable Shadow Whistle that continues to do the same (E2 Talent)
+ S2 expands her attack range (and thus the range of E2 Talent), increases her ATK, and causes her attacks to Steal ASPD from targets
+ S2 also makes Ines Invisible for the duration, making her very difficult to kill
+ S2 ALSO causes her attacks to generate DP, which is especially powerful once she’s stolen some ASPD and is firing daggers like a machine gun
+ Upon deployment, S3 damages all enemies between Ines and her Shadow Clone and then gives Ines a huge ATK buff for several seconds (and also generates DP off her attacks)
- S3 can be hard to time correctly and can also mess with your ability to deploy Ines quickly (the “first” time you deploy her just deploys her Shadow Clone, and you have to wait for her redeploy timer to finish before you can deploy her for real on the “second” time)
+ Talent gives her flat Physical damage reduction, giving her a potential niche as a Physical damage sponge
+ S1 deals AoE damage to all enemies within her attack range and can hold multiple charges
+ S2 gives layers of a stackable DEF buff for a very long duration, making Cement ridiculously sturdy against Physical enemies (one layer is removed every time Cement is attacked)
- Archetype weaknesses: Block-1, high DP cost, can only recover SP while blocking at least one enemy
- Her niche of face-tanking Physical damage is rarely useful (there are lots of Defenders that can do just as well in 99% of circumstances, and most really nasty enemies can just ignore her high DEF anyway)
+ A ground-deployed Supporter who deals Physical damage and has Block-2
+ Can deploy Batteries to temporarily buff the ATK of a Caster or Supporter ally
+ S1 does AoE damage around Windflit and grants SP to allies who have a Battery
+ S2 increases the ATK buff from all Batteries and creates a new Battery when the duration is up
- Low ATK
- The ATK buff from the Batteries is very unimpressive (even with S2 active)
- S1 cannot recover Batteries
- The SP recovery from S1 is very low because of the charge time on the Skill and how it only triggers when Windflit attacks
- S2 has atrocious uptime
+ Usual archetype strengths: Wide attack range for a melee unit (1x3); true AoE attacks; recovers HP for every enemy she hits, up to a cap of her Block count
+ Talent gives him barrier HP when he is healed while at full health, making him more durable than he looks
+ S1 does bonus damage and bonus self-heal, increasing his Barrier HP more quickly
+ S2 gives him Block +1 and a Vigor effect for the duration
- Usual archetype weaknesses: Can't be healed directly (although regen does work)
- Since he can’t be healed directly, he only gains Barrier HP when attacking… but his attack range is short, so if he’s attacking, he’s either A) being attacked as well, so he’s losing HP and won’t reach the threshold to generate his Barrier HP, or B) he’s positioned so he isn’t Blocking, which means he doesn’t need the Barrier HP because he’s not being attacked
- Would be good as an easy-to-obtain option for the Reaper Guard role, but since La Pluma is prevalent and Highmore is a welfare unit, his usefulness is questionable
Ines
Ines has been presumed dead by Operators and NPCs alike at least three times in the history of Arknights. Somehow she has wriggled out of danger every time—perhaps due to her mysterious power over shadows, which allows her to read the intentions of others and also perform all kinds of subtle tricks like Stealing enemy stats, revealing Stealthed enemies, or deploying shadow clones that shred enemies as they race back into Ines’ body.
Cement
Cement’s adorable appearance belies her extreme durability. After surviving a cave-in and directing her team to safety with her sense of smell alone, Cement isn’t afraid of anything as minor as swords, javelins, guns, hammers, claws, or bombs. This girl took a cave-in to the face and survived—what chance does enemy weaponry have?!
Windflit
Windflit is a recent addition to the Rhodes Island Engineering Department, and he’s been sending the other engineers into hysterics with his “unorthodox” creative process (wherein most things explode first and function later, if at all). It’s perhaps worrisome, then, that Windflit is bringing his creations to the battlefield and hooking them up to other Caster and Supporter Operators… but don’t worry, these creations won’t make your Operators explode. They’ll just pump up the user’s ATK stat so your enemies explode instead.
Humus
Humus is our first male Reaper Guard—a fiery redhead obsessed with recycling old machinery and spare parts. Because he hates letting anything go to waste, he’s learned how to transmute extra healing—which would otherwise be wasted—into Barrier HP, demonstrating his resourcefulness in a highly practical way!