Roaring Cliffrunner: Horn
Should You Pull?
Probably YES.
Horn is a loose cannon with way too much power. She outputs damage numbers that match the legendary Chalter, gives a hefty ATK boost to other Defenders (because Mudrock needed to be even stronger), and revives herself once per deployment with lowered max HP but increased ASPD.
That being said, pulling on Horn is not a necessity, and she’s arriving right before some limited Operators and some other strong Operators that you might want even more than Horn. Horn is an excellent unit and well worth pulling, but if you already have a strong DPS Roster and you’re more interested in some of the upcoming banners instead, you may not want to blow all your resources on her.
As with all banners, a 5★ or higher Operator is guaranteed in the first 10 rolls. Should you pull just for that? Probably not. Rockrock has good burst damage on paper, but it comes with too many downsides. Warfarin is a good Medic and a great ATK buffer, but it’s not worth chasing her with so many good banners on the horizon.
Quick Overview
+ Usual archetype strengths: A ground-deployed unit with long-range AoE Physical attacks; gains Block-3 at E1
+ E1 Talent increases the ATK of all allied Defenders
+ E2 Talent saves Horn from death once per deployment, bringing her back with reduced max HP but increased ASPD and DEF
+ S1 has increased damage and removes Invisible from nearby enemies when attacking at range; very reliable DPS and doesn’t reduce her survivability
+ S2 is an Ammo Skill that increases her splash damage and, once in Overdrive, can be manually triggered to fire all remaining ammo in one huge burst
+ S3 increases Horn’s ATK and reduces her Attack Interval; once in Overdrive, the ATK buff increases but Horn starts losing HP for the remaining duration
= S2 and S3 both deal damage to Horn; this obviously decreases her durability, but it allows her to “pop” her E2 Talent and get the ASPD boost early if desired
- Usual archetype weaknesses: Stops performing ranged AoE attacks while Blocking enemies (she just punches her Blocked target like a Normal Defender instead)
- Overdrive mechanic on S2 and S3 can be easy to mishandle
+ Talent gives Rockrock a stacking ATK buff over time
+ S2 gives very impressive damage output once it goes into Overdrive
- No utility whatsoever
- S2 is just a vanilla ASPD buff before it goes into Overdrive
- Once the duration is over, S2 inflicts a self-Stun on Rockrock for a duration equal to the amount of time she was in Overdrive (up to 20 seconds!)
+ Talent gives SP to Warfarin and a random ally for each enemy that dies within Warfarin’s healing range
+ S1 gives a BIG boost to Warfarin’s healing that synergizes beautifully with bulky units like Defenders
+ S2 grants a large ATK buff to Warfarin and one random ally within her healing range
- Maximizing her Talent/ S2 effects requires careful positioning, which can impede her healing coverage
+ Usual archetype strengths: Not only heals HP but also removes Elemental Damage that allies have suffered; larger healing range than most Medic archetypes
+ Heals more Elemental Damage to ground Operators (Talent)
+ S1 instantly heals one target within range with greatly increased Elemental recovery and holds charges, so you can “double up” his heals when an Operator needs it
+ S2 reduces his healing range to a straight line, but increases his ASPD and ramps up his HP healing and Elemental healing when repeatedly targeting the same unit
- Usual archetype weaknesses: Very low ATK (comparable to AoE Medics), so his HP healing is comparatively limited
- All of his utility is related to Elemental Damage, so he loses a lot of value on maps without this mechanic
- Skills have high SP costs and S2 has unimpressive uptime
- S1 requires a lot of micromanagement and S2 requires good positioning due to the range reduction
- Honeyberry is available in the Red Certificate store and is much better than him in pretty much every way
Horn
Horn first came to our attention in Chapter 9 of Arknights, where she got embroiled in a tense standoff between Operators like Bagpipe and Saileach and new villains like Mandragora. Now the Doctor can hire her onto the Rhodes Island squad—and oh boy, is she worth the effort! Ever heard “The best defense is a good offense”? You can’t get much more “offense” than hooking your shield up to a rocket launcher.
Rockrock
Rockrock is the daughter of a train repairman, and she’s adopted the mentality of a runaway train when approaching her problems: get out of her way or you’ll be run over. She built her laser-guided Float Drone herself, and because it’s not a train, she didn’t bother building any bells or whistles into it—just cold, hard, laser-y damage potential!
Warfarin
Warfarin is one of the relatively small pool of Operators that can massively amplify another Operator’s damage. Her S2 grants a terrific ATK buff, and her Talent generates SP every time an enemy dies within her attack range. When she focuses her attention on a suitable Operator (Exusiai is particularly popular for this), the map quickly becomes bathed in blood. Just the way this vampire likes it.
Chestnut
Chestnut is a Durin gemologist and Medic who uses crystal healing to care for his patients. The more skeptical among you may be raising your eyebrows at the idea of using crystals to heal wounds from bayonets, bombs, and napalm (and rightfully so). Thankfully, Chestnut uses his Originium Arts to turn crystals into genuine healing devices, rather than relying on the powers of the crystals themselves, making him more reliable in the role than his technique might sound.