Other Tier Lists
- Also check out our other Tier Lists below!
Introduction
- Tier lists for Arknights are difficult to create, as many Operators have very specific situations in which they excel to such a degree that they would be an amazing pick for a certain map but worthless in another. No Tier List can perfectly compare all Operators in all situations: Tier Lists are not a substitute for game knowledge! That being said, there are bad Operators and exceptional Operators, and some Operators are better than others and will make it easier for players to succeed.
- This tier list compares units at their full possible development with end-game content in mind. Evaluation and ranking is based on the strength/potential of the Operator to have an overall meaningful impact on the game, across all the different modes and content, and is based on data, empirical evidence, and opinions.
- New Players should NOT use this list for operator development priority for early-mid gameplay. Instead, new Players looking for early game development priority help should use the [New Player Tier List] instead. Some higher rarity operators (especially 5 stars) are not worth their E2 or mastery development costs for most players because they become obsolete when better 6 Stars are obtained. Lower rarity Operators have cheaper development costs and so can be more efficient to develop for early game even though the higher rarity operators have higher full development potential.
- For ease of use and understandability, Operators are grouped by their Class Archetypes. Filters are provided to allow easy selection of desired Classes and Archetypes. Advanced Filters are provided to more easily compare Operators by the utility they provide. For more detailed information about Classes and Archetypes, refer to the guide here:
- With enough skill, any Operator can contribute to a squad for clearing "normal" reward-giving content. so players need not be afraid to develop Operators they want to use even if they aren't highly ranked for the meta.
- This Tier List is not written by a single person. Instead, it is a combined effort by multiple GP collaborators, most of which are endgame players with extensively developed rosters that write guides for the website, such as operator reviews or Contingency Contract homework documents. There is a channel in the GamePress Discord where players can share their voice. Tier Lists are based on data, empirical evidence, and opinions. Opinions are subjective. Feel free to share yours.
- Updates to the tier list are done slowly and gradually, and only when new Operators are added to global. We typically only review/evaluate a few Archetypes/Operators at a time. We do this because gathering/discussing opinions from multiple contributors can take a lot of time, and discussions are often not as clear-cut as “just move X up/down a tier”. Trying to re-evaluate everything in the Tier List every update is just not feasible nor productive. There will always be updates and changes moving forward as we get to them, and as the game evolves.
Legend
These Operators can be good early-game investments for players that lack their top end-game replacements. Remember that low rarity Operators are sometimes stronger than higher rarity Operators when they are both at equal development levels. | |
Blue Borders represent Operators especially worth considering for Promotion to Elite 2 (E2). For more details on why, and which to promote first, check out the Elite 2 Priorities Guide! YES!: I need you NOW - With these Operators, you will feel the difference of their E2 gains immediately. New doors of power will open, the sun will rise in radiance, and you will fall deeper in love. These Operators tend to be the best immediate “Return on Investment” of the Promotion materials. | |
Mastery: Masters of Specialization - These are Operators that see their most noticeable gains from increasing the Mastery (Specialization) of their Skills. Since this process is quite expensive in itself, further investment is required to bring out the best in these Operators. For a discussion on which Skill Specializations/Masteries to focus on, check out the Elite 2 Priorities Guide. | |
STATS: Beat them with the Stat Stick - These are the Operators you promote primarily for the stats they can gain at the higher levels enabled by E2. These Operators typically do their job fine at E1. Promotion makes them better, of course, but is not critical for their performance. | |
Specialty: Because Niche is Nice - These are Operators that provide niche utility, have unique roles, or are commonly used in some specific end-game strategies or situations. | |
Click on the blue "?" box in the lower right-hand corner to see an Evaluation Summary and Overview/Analysis of the Operator. | |
★ | Operators with a Red star on the lower right corner are LIMITED Operators (only available during certain banners / campaigns). |
Tier | Meaning |
EX | The truly elite. The best of the best. |
S | A highly effective Operator in their role, one of the best available. |
A | Extremely proficient Operator in their role. |
B | The Operator is very good at their role, and can complete the duties of their role competently. |
C | A sufficient Operator for performing their role, even if not always the best option. |
D | If other options are unavailable, they will generally satisfy the need for a niche. |
Latest Additions/Changes
01/13/2023: EX Tier Added. We felt like we needed an additional Tier to differentiate power level, especially among 6 Stars. It feels like there are a small group of Operators that are clearly a step above all the others, and represent a best-of-the-best level that our current scale wasn't able to represent. And there are more coming on the horizon. This also gives us more room to differentiate Operators within the A+ through S+ range. We have never been fans of adding higher Tiers, and have resisted temptation to do it for a long time. We think adding too many S++...+++... type rankings tends to be a lazy way to avoid tough ranking questions, and can quickly become meaningless. However, although the game has done a good job of avoiding it up to now, the powercreep IS real, and CN has seen an influx of units that truly do push the power ceiling, so we felt like the time was right to bite the bullet and implement a necessary evil.
12/28/2021: Advanced filters added!
12/20/21: Introduction And Archetype Philosophy Update
When this Tier List was first created in 2019, it prioritized comparisons within Archetypes. This made more sense at the time, since there were less Operators in the game that tended to have abilities/roles consistent within the Archetype, and the only content that existed was normal story and event stages (for example, Contingency Contract didn't exist). With the addition of more and more operators with abilities and roles that overalapped with Operators of other Archetypes, and with more types of content that demanded more out of the Operators, the comparing of Operators only within Archetype had less and less value.
In June of 2021 we started to update rankings to transition away from comparing Operators only within Archetype, and to attempt to create rankings that applied over the breadth of all Operators. We believe we have progressed to the point now that we can eliminate the caveats of Archetype prioritization. Keep in mind that maintaining the Tier List is a constantly ongoing activity that will continue to be done over time.
Summary of the updated philosophy:
- This Tier List organizes Operators by Class Archetypes in order to make the list easier to search, filter, understand, and compare. This does not mean that comparisons are only being done within Archetypes. Evaluation and ranking is based on the strength/potential of the Operator to have an overall meaningful impact on the game. Thus, we consider and compare operators that provide similar roles/functions even if they don't share the same Archetype, and attempt to assign rankings suitable to comparison over Operators of ALL Archetypes.
- Advanced Filters are provided to more easily compare Operators that provide similar specific utility or function.
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The Introduction section has ben updated.
Latest Update: 05/04/2024: Zwillingstürme im Herbst
S+ Tier
- Virtuosa - Virtuosa is relatively unique among the top meta units. Friendly Elemental Damage is a new mechanic, and Virtuosa is extremely effective at it. Much of her power comes from the fact that both her application and her damage bypass enemy RES, which makes it effectively True Damage in most situations. She is extremely effective against both waves and lone elites/bosses. However, her total DPS is limited by the Necrosis effect itself, which puts a ceiling on her power when compared to other meta DPS units.
S- Tier
- Viviana - Viviana isn't a bad unit. She has some solid DPS on a reasonably bulky body. However, a lack of RES shred, a wind-up time, and an incongruous kit all hold her back. With the growing power of the top of the game, what Viviana brings just isn't special and she is relegated to the middle of the roster options with extremely few special or unique roles to fill.
A+ Tier
- Bassline - Bassline, like Nearl before him, fits somewhat awkwardly in the meta thanks to an unusual progression over the rarities. He's better than Gummy, but only nominally, so has a difficult time justifying the promotion costs in the shadow of very meta 6★s. Most players probably won't find value in promoting him, however he's still a solid unit and should be especially valuable in a variety of niche teams.
A Tier
- Lessing - Lessing is another big miss out of the welfare 6★s. What's even the point of making them 6★s if they're going to be this bad? Lessing has poor damage, a bad team role, and a niche that just doesn't matter. However, at least he does have a niche with his control break, which is more than Vigil can say.
B+ Tier
- Caper - If you favor off-meta approaches, then Caper is an appealing unit. Of course, as a 4★ DPS, Caper has no place in the true meta discussion. However, looking outside of that she is pretty unique for her rarity with good DPS and DPH, a flexible range, an oddly high HP pool, and a gimmick that can mitigate ASPD debuffs. For most players, Caper isn't enough to justify the Red Certifications. As said, she is not an end-game unit. But if you like looking beyond the meta, then Caper can be a good and inexpensive addition to your roster.
B Tier
- Diamante - Diamante suffers from the same "replacement value" problem that most buffers do. He is reliant on a Ritualist to allow his extra damage, so why bring him in the first place over someone who just does better DPS in the first place? Diamante is an experimental unit, and a reasonably interesting one. However, he ultimately isn't a very good one outside of a few niche clears, and is extra expensive on top.
E- Tier
- U-Official - U-Official is a joke unit and not one you should ever consider for serious use. Her stun is mostly a self-sabotage on an extremely long cycle. On very rare occasions she might see some use as a no-deploy slot "flash bang" or as a low cost cycle in SSS, but in 99.9% of the game she has negative value and should not be seriously considered.
Tier List
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Target | |||
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1 | 3 | AoE | Multi (Block #) |
Damage Type | ||
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Arts Damage | Healing | Physical Damage |
Position | |
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Melee | Ranged |
Caster AoE / Splash Caster
S- |
Explanation
Summary<span style="color:green;"> + Talent 2: Unconditionally decreases movement speed of enemies within attack range.<br> + Very strong and reliable crowd-control utility. With a fully leveled Module SPC-Y, her S3 reduces the Movement Speed of enemies in range by 90% (and 99% with Potential 5).<br> + Talent 1: When deployed, all allied Caster SP gain increased (does not stack with similar effects).<br> + S3: Powerful stall in a wide range that is useful even in endgame scenarios. <br></span> = While the damage on her skills is high when active, she plays more of a crowd control role than DPS.<br> <span style="color:red;"> - S2 and S3: Long skill cooldowns with low up-times (somewhat mitigated by her SP gain Talent), with paltry DPS during downtimes.<br> - Expensive to deploy (her Module mitigates this a bit).<br> - Module: Alleviates her weaknesses and enables her S3’s utility, but is a costly investment for what is ultimately a supporting unit.<br> </span>Overview<p><span><span><span><span><em><span>"Doctor, you don't need to concern yourself with how to have a good relationship with me. For me, friends, family, and love… I have nothing against them, but I don't need them either. Heh, not like that's going to stop you from trying, right? Well, I don't really mind, so give it your best shot~"</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Not much is known about Mostima. She keeps a smile on her face and an arm’s-length of distance between her and the rest of the world. Pleasant yet emotionless, Mostima seems to have no objection to acting as a 6★ <strong>AoE Caster</strong> for Rhodes Island, one who also wields aspects of <strong>Support </strong>and <strong>Crowd-Control</strong>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Mostima manipulates time to sloooooow down her enemies while speeding up the SP generation of her Caster allies. Her first Talent, </span></span></span></span></span></span><strong><span><span><span><span><span><span>Skill Aura - Caste</span></span></span></span></span></span></strong><span><span><span><span><span><span><strong>r</strong> enables the SP recovery, while her second Talent, </span></span></span></span></span></span><strong><span><span><span><span><span><span>Subjective Time Dilation</span></span></span></span></span></span></strong><span><span><span><span><span><span> (obtained upon promotion to E2) does the Slowing. </span></span></span></span></span></span><span><span><span><span><span><span>Her</span></span></span></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span>Skill 2, </span></span></span></span></span></span><strong><span><span><span><span><span><span>Lock of Shattered Time</span></span></span></span></span></span></strong><span><span><span><span><span><span> slams a potent Stun on all enemies in range and deals damage to them every second while they’re stopped in their tracks</span></span></span></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span><span><span><span><span><span><span> Yet her </span></span></span></span></span></span><span><span><span><span><span><span>Skill 3, <strong>Key of Chronology</strong> is the real key to her success</span></span></span></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span>with its wide</span></span></span></span></span></span><span><span><span><span><span><span> range of effects: Mostima’s attack range and ATK increase, she hits all enemies in range, the strength of her passive Slow increases, and her attacks push all targets away from her. It takes a special enemy indeed to make it past Mostima while her Skills are active.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That being said, there is a lot of time where Mostima’s Skills will not be active, as they have very high SP costs (especially her Skill 3!) and neither Skill is active for very long (especially her Skill 2), meaning neither has very high up-time. In addition, Mostima suffers from the usual downsides of AoE Casters, including high DP cost and slow ASPD. </span></span></span></span></span></span><span><span><span><span><span><span>The utility of her Talents are useful even while her Skills are on cooldown, but they are not impactful enough to make up for her relative weakness during her downtimes.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Mostima’s Module <strong>SPC-Y -</strong> <strong>Home of 'Black Lock' and 'White Key'</strong> is the crux to her effectiveness and unlocks a higher tier of usability. </span></span></span></span></span>Not only does it significantly decrease her DP cost</span><span>, it also gives a massive boost to her second Talent that is truly felt with her Skill </span><span>3</span><span>.<span><span><span><span><span> As her fully-leveled Module outright doubles her second Talent’s slow, which is then tripled by her Skill 3, this gives Mostima the ability to essentially stop any foe in their tracks with a 90% MSPD debuff (</span></span><em><span>and 99% with Potential 5</span></em></span></span></span></span><span><span><span><span><span><span>). Her Skill 3’s ability to essentially stall any foe comes useful even in the hardest of scenarios, as her ability to glue dangerous enemies in place is handy for buying teammates valuable time to DPS them down.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Still, fully leveling a 6</span></span></span></span></span></span>★<span><span><span><span><span><span> Module is a massive investment, and Mostima still only fulfills a supporting role after. In a game where DPS is of most importance, pouring resources onto Mostima is a lot to ask, particularly for newer rosters. Though her stall utility is quite strong, she still has quite lackluster damage. Most doctors would be better served investing in her later down the line in their roster progression, prioritizing core DPS units first.</span></span></span></span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Talent: Increases her ATK every enemy she kills up to a maximum and summons a Little Instinct on the first attack after deployment.<br> + Little Instincts provide great crowd control as they each have 2 block, about 2k health and last for 25s<br> + Comparatively very high ATK for an AOE caster<br> + S2: This deals good damage and hits all enemies in her expanded attack range. If you don't care about the little instincts then this skill can provide better damage and can help stack up her talent when fighting against big waves of enemies<br> + S3: This skill lets you summon a new Little Instinct with each new attack and with her huge attack range you can create a lot of constantly refreshing summons to block enemies for the entire duration. Great crowd control with decent damage for up to 60s of enemy distractions.<br></span> <span style="color:red;">-- Long cooldowns<br></span>Overview<p><span><span><span><span><em><span>“I told you, I'm never going outside, so save your breath and stop trying to invite me on outings. I don't care for the outside world anymore. Do I hate it? I love it, obviously. The beauties of nature, the natural scenery, tradesmen and men and women of all ages. There's so much that you cannot paint or see it all. And you can neither overcome it nor break away from it. I've already relished in it plenty.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Dusk drew a door on the side of a corridor in Rhodes Island, walked into it, and has not come out since. Rhodes Island HR is more than a little concerned about having a bad-tempered hikikomori sitting in a magical room in the heart of Rhodes Island, especially since she sometimes loses other Operators in the landscapes she paints (<a href="https://gamepress.gg/arknights/operator/saga">Saga</a> was wandering one of these paintings for ten years). However, Dusk is <a href="https://gamepress.gg/arknights/operator/nian">Nian’s</a> sister, and she’s also occasionally helping the Doctor as a </span></span></span></span></span></span><span><span><span><strong><span><span>limited</span></span></strong></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><strong><span><span>6* AoE Caster</span></span></strong></span></span></span><span><span><span><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>range-expanding</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>minion-summoning</span></span></strong></span></span></span><span><span><span><span><span><span> capabilities. So she gets a pass.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Dusk’s most notable ability comes from her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Finishing Touch</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes Dusk’s first attack after being deployed to summon a “Freeling” minion at the attack’s location. Freelings are melee units with Block-2 that exist for 25 seconds before disappearing. It’s fairly hearty and can take a few hits, and it also contributes to Dusk’s first Talent: </span></span></span></span></span></span><span><span><span><strong><span><span>Sublimity</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases Dusk’s ATK every time she or a Freeling kills an enemy (up to a cap). As an AoE Caster, Dusk is meant to take out waves of weak enemies; doing so feeds the </span></span></span></span></span></span><span><span><span><strong><span><span>Sublimity</span></span></strong></span></span></span><span><span><span><span><span><span> ATK buff, giving her more of a punch later when bosses or elite targets make an appearance.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>To further fuel her offense, Dusk has some very potent Skills. Her </span></span></span></span></span></span><span><span><span><strong><span><span>Flowing Ink</span></span></strong></span></span></span><span><span><span><span><span><span> S2 increases her ATK, ASPD, and attack range while also causing her to attack </span></span></span></span></span></span><span><span><span><span><em><span>all</span></em></span></span></span></span><span><span><span><span><span><span> enemies in her range and granting her bonus damage when hitting enemies with less than half health. </span></span></span></span></span></span><span><span><span><strong><span><span>Flowing Ink</span></span></strong></span></span></span><span><span><span><span><span><span> is like <a href="https://gamepress.gg/arknights/operator/gitano">Gitano’s</a> S2 on steroids: it is quick to charge, absolutely destroys groups of enemies (quickly building </span></span></span></span></span></span><span><span><span><strong><span><span>Sublimity</span></span></strong></span></span></span><span><span><span><span><span><span>), and unlike Gitano’s S2 it does not Stun Dusk when its duration ends! The one thing </span></span></span></span></span></span><span><span><span><strong><span><span>Flowing Ink</span></span></strong></span></span></span><span><span><span><span><span><span> can’t do is summon more Freelings. To do that, look to Dusk’s S3, </span></span></span></span></span></span><span><span><span><strong><span><span>Image over Form</span></span></strong></span></span></span><span><span><span><span><span><span>, a Skill that gives Dusk an even bigger ATK and range increase (at the cost of slower attacks) and, most importantly, summons a Freeling </span></span></span></span></span></span><span><span><span><span><em><span>every time Dusk attacks</span></em></span></span></span></span><span><span><span><span><span><span>. </span></span></span></span></span></span><span><span><span><strong><span><span>Image over Form</span></span></strong></span></span></span><span><span><span><span><span><span> also changes Dusk’s targeting priority so she prioritizes attacking unblocked enemies, bottling all incoming enemies up with Freelings for the Skill duration.</span></span></span></span></span></span></p> <p dir="ltr"><span><span><span><span><span><span>Unfortunately, Dusk still suffers from the drawbacks of AoE Casters with her high DP cost, slow ASPD, and somewhat niche role. To be fair, Dusk’s kit does counter these weaknesses to some degree—Freelings attack a lot faster than Dusk, </span></span></span></span></span></span><span><span><span><strong><span><span>Flowing Ink</span></span></strong></span></span></span><span><span><span><span><span><span> buffs her ASPD, and </span></span></span></span></span></span><span><span><span><strong><span><span>Sublimity</span></span></strong></span></span></span><span><span><span><span><span><span> increases her bossing potential—and summoning disposable blockers is a neat trick. But it’s hard to rely on Freelings for damage or blocking when </span></span></span></span></span></span><span><span><span><strong><span><span>Image over Form</span></span></strong></span></span></span><span><span><span><span><span><span> has such a high SP cost, and even with </span></span></span></span></span></span><span><span><span><strong><span><span>Sublimity</span></span></strong></span></span></span><span><span><span><span><span><span> Dusk is not ideal for taking down beefy enemy targets. On maps where you need to kill large waves of enemies, Dusk can handle the hordes without breaking a sweat and still bring some respectable chip to the boss fight. When enemies are focusing on quality over quantity, though, it may be better to let her pursue her own hobbies in her mysterious painted room instead. </span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Archetype: Attacks Splash to nearby enemies<br> + Talent: For every enemy within attack range, gain ATK (stacks up to a limit)<br> + S2: Reducing RES is very useful in some tough fights, and not many units can do it. Good debuff duration. Can hit enemies outside the range of normal AOE casters<br></span> = His strength is keeping RES debuff up on multiple targets <br> <span style="color:red;">- Other cheaper-to-deploy Operators can provide higher RES reduction.</span>Overview<p><em>"Doctor, my buddy, Rhodes Island doesn’t have a mandatory dress code, so there’s no need for you to wear the same old rags all the time. Look at what I’m wearing - this store’s got some pretty tasteful stuff, so how about I help you pick out a new look?"</em></p> <p><span><span><span><span><span><span>In his work as a Catastrophe Messenger, Leonhardt spends most of his time exploring caverns and old mines where Catastrophes have happened. In his travels, he uses his Originium Arts to fight off wild beasts, to shatter large rocks blocking his way, and… to keep his designer wardrobe clean and dust-free. Oddly enough, all three of these abilities are also of use to him on the battlefield, which may be why he’s active in Rhodes Island as a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★<a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=AoE-Caster##null##cn##stats"><span><span><span><strong><span><span> </span></span></strong></span></span></span><span><span><span><strong><span><span><span><span>AoE Caster</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> focused on </span></span></span></span></span></span><span><span><span><strong><span><span>spammable, wide-range AoE DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>RES debuffing</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The key to Leonhardt’s Originium Arts is making things explode in such a way that the shrapnel hits his other targets. As such, his Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Lethal Fragmentation</span></span></strong></span></span></span><span><span><span><span><span><span>—increases his ATK the more enemies are in his attack range. He applies this principle even more directly with his S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Deconstruct and Detonate</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill, which can store multiple charges, empowers his next attack to hit all enemies within an increased attack range for increased damage. It also applies a RES debuff on all enemies hit, leaving them vulnerable to his subsequent attacks or those of his Arts-DPS allies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>When it comes to destroying enemy swarms, Leonhardt is one of the best: his Talent shines in these situations, and his S2's increased attack range and targeting area lets him rack up the kills at record speed. Unfortunately, AoE Casters are notorious for their high DP Cost (which limits their deployability) and slow attack speed (which limits their DPS), and Leonhardt is no different. When it comes to damaging a single target, Leonhardt doesn't contribute much.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>However, AoE Casters typically try to compensate for their low DPS with added utility, and Leonhardt's RES debuff is a good example of this. Leonhardt's single-target DPS doesn't compare to the DPS of other Arts damage Operators, so hey—let him focus on killing swarms, then use the RES debuff he leaves behind to soup up the damage of the rest of your team! If you like fielding lots of Arts-based Operators, then this fashion-conscious Cautus might be the perfect Caster for your AoE needs.</span></span></span></span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ S2: Decent damage on a reasonable cycle.<br> + The column/row her icicles fall in repeats in a predictable pattern of left, right, center, repeat. Along with the splash area, she can actually Freeze enemies to a reasonable degree.<br></span> <span style="color:red;">- Within the column/row, the icicles are still RNG which results in frustrating misses.<br> - Relatively low Freeze uptime thanks to the cycling columns and RNG means she doesn't benefit from her own RES reduction (via Freeze) much.<br> - S1: A throwaway generic skill that removes all benefits her kit might otherwise bring.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Setsura</p> <p>"She was born under the cold santalla tree of the tribe, so that became her name, code name, and part of her life. An exile returns to the tribe to regain the right to use the name. She will do her best in serving her new leader."</p> <p>------------------------------------------------</p> <p>My advice to you is to trust your eyes and control your tongue.</p> <p>I know that you are in human resources, and that you need more and comprehensive information, which is a professional requirement.</p> <p>But even if you know something about the candidate, don't reveal it unless necessary.</p> <p>Let's take Miss Santalla as an example.</p> <p>With her current dress and way of speaking, the first impression would be that she is an urban beauty in modern society.</p> <p>But in fact, she is a shaman of Sami and an exile of the tribe.</p> <p>When she first came to Rhodes Island, she wore traditional Sami clothes and spoke with a strong Sami accent.</p> <p>As long as you're not an Ursusian, she doesn't care too much about your arrogance and prejudice.</p> <p>So, next, my question is -</p> <p>If this is Miss Santalla's first visit to Rhodes Island, how will you use this known information to receive and arrange for the other party to go through relevant procedures?</p> <p>…</p> <p>Very good, your answers fully reflect your over-reliance on information.</p> <p>You neither know the duties of a "shaman", nor the meaning of "being exiled".</p> <p>Projecting the established stereotypes to the other party will definitely lead to deviations in your judgment.</p> <p>Information is important, but more importantly are communication and understanding.</p> <p>This is what we do, and this is what we are to Rhodes Island.</p> <p>———————————————</p> <p><strong>Illustrator:</strong> Studio Montagne</p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/31385/Arisa_Shida">Arisa Shida</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=AoE-/-Splash-Caster##null##cn##stats">Caster [AoE / Splash]</a></p> <p><strong>Trait: </strong>Deals AOE Arts damage</p> <p><strong>Talent 1:</strong> After being deployed for a certain duration, increase ATK and gain [Status Resistance]</p> <p><strong>[Status Resistance] </strong>: Reduce duration of abnormal effects such as Stun, Cold, Freeze by 50% (Does not stack)]</p> <p><strong>Skill 1:</strong> When skill is activated, increase ATK and Attack Speed</p> <p><strong>Skill 2:</strong> When skill is activated, expand Attack Range and reduce Attack Interval. Attacks change to summoning icicles above random tiles within Attack Range. When the icicles land, inflict [Cold] for a short duration and deal a certain amount of Arts damage to all nearby enemies</p> <p><strong>[Cold] </strong>: Attack Speed -30. If Cold effect is stacked, effect changes to Frozen</p> <p><strong>[Frozen]</strong>: Unable to move, attack and use skills (Activated through Cold effect); When enemies are Frozen, RES -15</p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Attacks splash to nearby enemies<br> + Talent: On deployment, randomly gain either ATK, ASPD or HP<br> + S2: a decent ATK boost for a moderate duration. Hits all enemies in range simultaneously. Extended range allows her to hit targets others can't.<br></span> <span style="color:red;">- S2: Can troll yourself with self-stun. Long cooldown.</span>Overview<p dir="ltr"><em>“Tarot cards aren’t divine, all-seeing tools. Instead, we use them for guidance when we’re lost.”</em></p> <p dir="ltr">Cool as a cucumber when she reads fortunes but wild with anxiety when she hits the gambling tables, it’s Rhodes Island’s favorite soothsayer: the glorious Gitano. As an <strong>AOE Caster</strong>, Gitano is invaluable for countering large swarms of enemies and small groups of armored foes.</p> <p dir="ltr">Gitano is always gambling with her Talent, <strong>Divination</strong>, which gives her a random buff when deployed. It’s a fun twist, but not something you can count on. Thankfully, her second Skill, <strong>Destiny</strong>, is not RNG-based at all. It amps up Gitano’s Attack power and increases her range to a scope beyond the range of any other AOE Caster. Most powerful of all, this Skill also allows her to attack all enemies within her increased range simultaneously. Be warned, however, that the Skill comes with a major drawback: when the duration expires, Gitano <em>stops attacking altogether</em> for an extended period of time. Used at the right moment, <strong>Destiny </strong>can win a fight, but if used carelessly, it can lose it instead.</p> <p>In addition to the usual weaknesses of AOE Casters – slow attack speed and very high DP cost – Gitano has a few special weaknesses of her own. The RNG on <strong>Divination </strong>can be frustrating, and <strong>Destiny </strong>requires either good intuition or preemptive knowledge of a stage to use safely. Regardless, AOE Arts damage is often vital to have around, and <strong>Destiny </strong>is a powerful tool for the savvy player, making Gitano a worthwhile investment.</p>
Explanation
Summary<span style="color:green;">+ A 5* version of Lava with an upgraded Talent and some unique mechanics<br> + Talent: After first deployment, immediately gain SP. When deployed, all other Caster operators gain initial SP. Very useful for Purgatory herself, but with her high DP Cost you will usually want to place her down later.<br> + S1: While the raw numbers aren't high, the attack hits 2 targets so the AOE from the two attacks can overlap. The increased range is also very useful as there are not many casters that can reach Sniper range.<br> + S2: When the rings of fire from both Purgatory and the ally overlap the damage over time can be quite high. Good for clearing out a big waves of squishy enemies.<br></span> <span style="color:red;">- S2: When the rings of fire don't overlap the damage is not very high. This skill also requires Purgatory to be up close to the enemy to take full advantage.</span>Overview<p><span><span><span><span><span><span>Lava the Purgatory is an alternate version of existing Operator </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/lava"><span><span><span><span><span><span><span><span>Lava</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>. This is a Lava from a few years in the future—with much more training and battle experience under her belt, she has developed her own ways of using Originium Arts, becoming a much stronger Operator than her teenage self could have imagined. (She’s also gotten noticeably more goth in the process.) Now she has elevated herself to the status of </span></span></span></span></span></span><span><span><span><strong><span><span>5* AoE Caster</span></span></strong></span></span></span><span><span><span><span><span><span>, bringing her powers of </span></span></span></span></span></span><span><span><span><strong><span><span>initial SP increase</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>wide-ranged Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span> to a whole new level.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Lava the Purgatory’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Spell Formation</span></span></strong></span></span></span><span><span><span><span><span><span>, grants her a huge chunk of SP on her first deployment of the map and increases the initial SP of all allied Casters as long as Lava is deployed. </span></span></span></span></span></span><span><span><span><strong><span><span>Spell Formation</span></span></strong></span></span></span><span><span><span><span><span><span> encourages the player to deploy Lava early on so she can buff other Casters right away, but this can be difficult because Lava’s DP cost is high. However, the SP granted to Lava allows her to quickly activate a Skill after deployment: </span></span></span></span></span></span><span><span><span><strong><span><span>Flame-Quenched Dagger</span></span></strong></span></span></span><span><span><span><span><span><span> increases Lava’s attack range and allows her to attack multiple targets at a time, while </span></span></span></span></span></span><span><span><span><strong><span><span>Ring of Hellfire</span></span></strong></span></span></span><span><span><span><span><span><span> surrounds Lava and a nearby ally with 3x3 squares of fire that deal constant damage to enemies moving through them. Since both of Lava’s Skills deal AoE damage, either one is a strong counter to the weak enemy waves that usually spawn first on a map, sweetening the idea of deploying her early.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Gaining better Skills and a much better Talent certainly makes Lava the Purgatory markedly stronger than her 3* version. However, she still suffers from the usual downsides of an AoE Caster: slow ASPD and high DP cost (a cost that is quite a bit higher than her 3* version). It takes a lot of work to deploy Lava the Purgatory early the way she wants, and she doesn’t always have enough firepower to be useful later in a map, which leaves her with only a small window of opportunity to be useful. Nevertheless, if you’re looking for an accessible AoE Caster to carry you through Arknights’ occasional swarm maps, Lava the Purgatory is ready to strut her stuff like </span></span></span></span></span></span><a href="https://gfycat.com/oldfashionedunsteadyasianpiedstarling-crisis-core-final-fantasy-vii-sephiroth-final-fantasy"><span><span><span><span><span><span><span><span>a silver-haired bishounen burning down a protagonist’s hometown</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>.</span></span></span></span></span></span></p> |
C+ |
Explanation
Summary<span style="color:green;">+ Talent: Attacks slow enemies<br> + Trait: Attacks splash to nearby enemies<br> + A mix of AoE caster and Slower, with decent damage and a consistent Slow<br></span> <span style="color:red;">- He has the Range of an AoE Caster, which is pretty short, so you aren't likely to Slow much before enemies get past him<br> - At E1 his slow is weaker than a Slower Supporter, but it is hard to justify promoting him to E2 since his damage is so low.<br> - Slower Supporter alternatives provide AoE or multi-target Slow and Arts damage at a much cheaper deploy cost.</span>Overview<p dir="ltr">Radiating cuteness from the lightbulb atop his scepter to the tip of his puppy-dog tail, Greyy is a light in the dark atmosphere of Arknight’s post-apocalyptic world setting. He functions as an <strong>AoE Caster</strong> whose <strong>Arts </strong>spells can <strong>Slow </strong>enemies.</p> <p dir="ltr">Greyy’s claim to fame is his Talent, <strong>Electrostatic Field</strong>, which inflicts a brief Slow effect on enemies he hits. His Skill 2, <strong>Electrostatic Discharge</strong>, lengthens the duration of the Slows and increases their frequency by granting Greyy an attack speed boost. This Skill also helps to counter one of the main problems for AoE Casters: their slow attack speed.</p> <p dir="ltr">While his Skill is active, Greyy is very effective. However, the Skill suffers from a long charge time, which does not get shorter even after Skill levels. Also, while his Skill helps to make up for Greyy’s slow attack speed, it does nothing for his high DP cost, and if a Slow effect is required, Slower Supporters are much cheaper to Deploy and have a larger range. None of this removes the utility of having a high damage AoE Slow on your side, however, and that’s enough for Greyy to be a worthy consideration for your squad.</p>
Explanation
Summary<span style="color:green;">+ Trait: Attacks Splash to nearby enemies<br> + Talent: Increases Arts damage taken by blocked enemies<br> + S2: Stun offers AoE Crowd Control<br> + Good up-time on Skills<br></span> <span style="color:red;">- S2: trades damage for the stun (does less DPS than S1)<br> - Gitano S2 provides greater DPS potential in some situations.</span>Overview<p><span><span><span><span><em><span>“The battlefield needs some heating up.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Skyfire first took up the fight against Reunion when they accidentally killed her pet, Phil, during one of their demonstrations. She is determined to burn every speck of Reunion and their movement until it is little more than ash scattered on the breeze, and in order to do so, she’s joined Rhodes Island as a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★<span><span><span><strong><span><span> AoE Caster</span></span></strong><span><span><span> with limited </span></span></span></span></span></span><span><span><span><strong><span><span>Crowd Control</span></span></strong></span></span></span><span><span><span><span><span><span> capabilities.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As she is originally part of the scholarly organization King’s Wand, Skyfire is used to working with other Casters. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Arts Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>, benefits all her Arts-focused allies by increasing the Arts damage enemies take when they are being blocked. She follows this up with her showstopping Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Fire of Heaven</span></span></strong></span></span></span><span><span><span><span><span><span>, which transforms her regular attack into a </span></span></span></span></span></span><span><span><span><span><em><span>pinpoint meteor strike</span></em></span></span></span></span><span><span><span><span><span><span> when activated. The meteors deal massively increased Arts damage and also Stun survivors (which seems reasonable, considering they, y’know, </span></span></span></span></span></span><span><span><span><span><em><span>just got hit with a meteor</span></em></span></span></span></span><span><span><span><span><span><span>).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>There’s no denying that watching Skyfire in action is a glorious thing. However, it’s not all roses for this sharp-tongued firebug. </span></span></span></span></span></span><span><span><span><strong><span><span>Fire of Heaven</span></span></strong></span></span></span><span><span><span><span><span><span> looks great and does a lot of damage <em>per hit</em>, but it doesn’t do as much damage <em>over time</em> as you might expect--less damage than her S1, in fact. This is because the Skill also </span></span></span></span></span></span><span><span><span><span><span>greatly</span></span></span></span></span><span><span><span><span><span><span> increases Skyfire’s attack interval, resulting in </span></span></span></span></span></span><span><span><span><span><span>much<span> slower attacks. The Skill has great up-time and the Stun can be useful in control strategies, but in most cases it isn’t as efficient as a 5</span></span></span></span></span></span>★<span><span><span><span><span><span> unit’s Skill 2 ought to be. Still, if you’re looking for big numbers and flashy animations, Skyfire's got you covered.</span></span></span></span></span></span></p> |
C |
Explanation
Summary<span style="color:green;">+ Trait: Attacks splash to nearby enemies<br> + Talent: Immediately gain SP on deploy - allows quick Skill use<br> + Good stats for a 3*<br> + Wont hold you back on most content if you didn't pull any of the 4*+ AOE casters<br></span> <span style="color:red;">- Not worth using more resources than is required to pass content, as all the higher rarity AOE casters are direct upgrades</span>Overview<p><span><span><span><span><em><span>“When on the battlefield, you've gotta act like it. I bet those people brought up in greenhouses have never thought about how you're supposed to aggravate or defeat the enemy. Ain't that right, Doctor?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Lava talks and dresses like an antisocial Goth, so you might not be expecting her proactive attitude towards working with other people. At a young age, she started taking care of poor orphans in her Victorian neighborhood, and their many plights touched her deeply. Her fiery commitment to social improvement is mirrored by her Originium Arts, which allow her to conjure flames from her magical athame knife as a </span></span></span></span></span></span><span><span><span><strong><span><span>3* AoE Caster</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The textbook example of an AoE Caster, Lava’s wide-range Arts attacks are perfect for burning through groups of weak enemies that would otherwise overwhelm your Operators by sheer force of numbers. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Quick Skill Usage</span></span></strong></span></span></span><span><span><span><span><span><span>, gives her SP when she is deployed so she can more quickly use her Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Tactical Chant α</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases her attack speed. Slow attack speed is a big weakness for AoE Casters, so this is a helpful Skill indeed.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Lava can be very useful in the early game, when Doctors may not have access to many AoE options. However, she starts to fall behind as AoE Snipers, AoE Guards, and higher-rarity AoE Casters enter the picture. Her Talent doesn’t help her to stand out (most Operators are granted Initial SP for their Skills by default) and she can’t E2-promote, so her long-term growth is limited. Even so, AoE Arts damage is such a tremendously useful tool that Lava can stay relevant for a good long while.</span></span></span></span></span></span></p> <p> </p> |
D |
Explanation
Summary<span style="color:green;">+ Trait: Attacks splash to nearby enemies<br> + Talent: 50% physical Dodge<br> + A very cheap to develop and deploy AoE Caster (AoE Casters are a relatively expensive to deploy Archetype)<br></span> <span style="color:red;">- Much weaker than his easy-to-get 3 Star counterpart Lava</span>Overview<p><span><span><span><span><em><span>“12F? That was the day I came to this world. You could say it's my birthday.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Considering the horrors he’s witnessed and the battles he’s fought, 12F was a seasoned soldier long before he beca</span></span></span><span><span><span>me a Rhodes Island Operator. He quietly lends his expertise to the squads he participates in, both on an advisory level and as a </span></span></span><strong><span><span>2</span></span></strong></span></span></span>★<span><span><span><strong><span><span> AoE Caster</span></span></strong><span><span><span>. (Note, however, that he does not have the “AoE” tag for Recruitment, for some reason. Don’t put “Starter” and “AoE” tags together and expect him to show up.)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a 2</span></span></span></span></span></span>★ <span><span><span><strong><span><span>Starter</span></span></strong><span><span><span> Operator, 12F has no Skills and cannot be promoted. He does gain a Talent upon reaching level 30, though: </span></span></span></span></span></span><span><span><span><strong><span><span>Dodge Rate Up</span></span></strong><span><span><span>, which grants an enormous amount of passive Physical Dodge. Combined with his surprisingly high HP (even without promotion, his HP is higher than some 3</span></span></span></span></span></span>★<span><span><span><span><span><span> Casters at max level), 12F can be unexpectedly survivable, especially if you stack additional sources of Physical Dodge on him from other Operators.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As an AoE Caster, 12F’s role is to do damage, usually to counter huge waves of weak enemies, and despite his purely defensive Talent and lack of promotion, his DPS is often sufficient to get the job done in the early game. As a 2</span></span></span></span></span></span>★<span><span><span><span><span><span> unit, he also benefits from low DP cost (high DP cost is a drawback for most AoE Casters) and cheap upgrade costs, causing some Doctors to choose him over his higher-rarity, higher-DPS counterpart Lava. It’s a personal decision whether to raise 12F or Lava (or both), but 12F can certainly pull his weight when you’ve got a mass of Originium Slugs that need slaying.</span></span></span></span></span></span></p> <p> </p> |
Caster Burninator / Blast Caster
S |
Explanation
Summary<span style="color:green;">+ Trait: Attacks hit all enemies in attack range<br> + E2 Talent: Recover additional SP over time<br> + Talent: All enemies within attack range have reduced Arts Resistance<br> + Huge AoE damage that cuts through a lot of enemy RES<br> + S2 and S3 both provide huge damage and debuff utility (DEF and RES, respectively)<br></span> = Unique AoE attack Range allows her to hit enemies further away than any other Caster, but can limit her effectiveness on many maps.<br> <span style="color:red;">- High Deploy Cost, slow Attack Interval<br> - S3 doesn't hit aerial enemies, and causes her to take a lot of damage</span>Overview<p dir="ltr"><em>“What’s this? Promotion Manual for Rhodes Island Operators? What the hell? Why are there so many rules after promotion? Screw this!”</em></p> <p dir="ltr">Though Ifrit’s apologies for burning down parts of Rhodes Island are very heartfelt, the best way for her to make up for her actions is by burning down your enemies on the battlefield instead. And oh boy, is she capable of doing that! Ifrit is a 6* <strong>AoE Caster</strong> who is notable for her <strong>DPS</strong>, her <strong>flat stat Debuffs</strong>, and her <strong>unusual attack range</strong>, where she damages all enemies in a long line straight from her position.</p> <p dir="ltr">Everything about Ifrit is meant to send your enemies straight to the crematorium. Her first Talent, <strong>Spiritual Dissolution</strong>, decreases the RES of enemies within her attack range, while her E2 Talent, <strong>Rhine Loop</strong>, increases her rate of SP gain. Together, these Talents give Ifrit some monstrous DPS potential that is multiplied by her Skills. <strong>Pyroclasm </strong>(Skill 2) increases the damage of her next attack and causes it to inflict a flat DEF debuff and a burn effect that deals damage over time. This Skill greatly enhances the damage of physical Operators on her team and is the skill to choose if you need consistent damage or prefer "set and forget". On the other hand, <strong>Scorched Earth</strong> (Skill 3) temporarily transforms Ifrit’s regular attack into more of an “aura” that deals Arts damage to enemies every second and further decreases their RES, making it better for burning down bosses and elites and benefiting allied Casters. This will often be the skill preferred for very high difficulty play. Keep in mind, wowever, this Skill causes Ifrit to lose HP while it is active and cannot hit aerial enemies, so it must be used wisely.</p> <p>In fact, “must be used wisely” is a good rule of thumb for Ifrit in general. Her straight-line attack range is not easy to utilize on all maps and her Skills work best when others on her team can benefit from them as well. She also suffers from the usual disadvantages of her Archetype: her attack speed is slow, and deploying her is very expensive. The payoff is worth it, however; her DPS is insane and flat stat debuffs are quite uncommon in Arknights. Provide the fuel for Ifrit’s flamethrower and she will put it to very, very good use.</p> <p> </p> |
C+ |
Explanation
Summary<span style="color:green;">+ Second Blast Caster in the game, with a focus on the Silence status effect.<br> + Talent: Decent uptime boost which combos particularly well with his first skill.<br> + S2: Very long range Silence with a very long duration and decent damage output.<br></span> <span style="color:red;">- Incredibly expensive to deploy.<br> - No utility and mediocre damage in stages with no Silence-able enemies.<br> - S1: Generally a worse option compared to regular Splash Casters in terms of damage. Stuns self after usage.<br> - S2: Extremely stage-dependant utility. His range forces him into positions where he can hit targets before other Operators.</span>Overview<p><span><span><span><span><span><span>Corroserum is an employee of the R&D department at Raytheon Industries who is noted for being “serious and responsible, but lacking enthusiasm.” He is so confident in the quality of his work that, upon finishing his list of tasks for a given day, he would put on an eyemask, lean back in his office chair, and go to sleep. Project leaders at Raytheon were at a loss how to deal with Corroserum’s laissez-faire attitude, but apparently Rhodes Island has figured out the secret: put a canister of highly volatile chemicals in his hand and deploy him as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Blast Caster</span></span></strong></span></span></span><span><span><span><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>Silencing utility</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Corroserum is the first new Blast Caster we’ve received in Arknights since</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/ifrit"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Ifrit</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, who has been the only representative of the archetype since launch. His attacks deal Arts damage in a long straight line, and his </span></span></span></span></span></span><span><span><span><strong><span><span>Tactical Resting</span></span></strong></span></span></span><span><span><span><span><span><span> Talent increases his SP regen rate when he hasn’t attacked for a few seconds. This comes into play with his S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Focus Overload</span></span></strong></span></span></span><span><span><span><span><span><span>, which is a large ATK buff that Stuns Corroserum for several seconds after it ends. While Corroserum is Stunned, he is not attacking, so </span></span></span></span></span></span><span><span><span><strong><span><span>Tactical Resting</span></span></strong></span></span></span><span><span><span><span><span><span> is guaranteed to trigger and refresh </span></span></span></span></span></span><span><span><span><strong><span><span>Focus Overload’s</span></span></strong></span></span></span><span><span><span><span><span><span> duration more quickly! Corroserum’s utility comes from his S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Conductive Corrosive Blast</span></span></strong></span></span></span><span><span><span><span><span><span>, which grants a smaller ATK buff and causes Corroserum’s attacks to inflict Silence for the duration. Since Corroserum’s attacks are “true AoE” and his Silence duration is longer than his attack interval even at Skill Level 1, Corroserum can keep a lot of enemies Silenced if he is positioned well.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Silence can be very powerful—it debilitates enemies like Glacial Infused Orginium Slugs, for example—but a lot of enemies are immune to its effects. Since Silence is Corroserum’s only utility, this can put him in a tough position. He has high base ATK and his Skills give decent ATK buffs, but his slow ASPD and rigid attack range reduce his actual DPS potential, especially when you consider his massive DP cost. Map composition is crucial to Corroserum’s success. If enemies are immune to his Silence and/or there isn’t a good position for his attack range, he may as well sit back and take a nap. On maps where he can corrode enemy voiceboxes with iridescent Silence fog across four or five grids’ distance, however, his performance review gets noticeably rosier.</span></span></span></span></span></span></p> |
Caster Chain Caster
S |
Explanation
Summary<span style="color:green;">+ A chain caster with skills that give him a unique range and AOE<br> + Talent: Damage dealt increases against enemies with more than 80% hp. Bonus damage when there are no enemies in the 4 adjacent tiles.<br> + S2: Good for clearing out waves of enemies with its solid uptime and increased damage. The increased range gives him slightly better range than your average sniper.<br> + S3: Great skill range and good skill DPS, despite the skills short duration. Can carry 2 charges and the bolts can bounce to nearby targets just like his regular attacks.<br></span> = Passenger pairs well with SP recovery operators to help cover his SP issues<br> <span style="color:red;">- High deploy cost and slow attack time<br> - S3: very high SP cost for a short time of activation so you will need to make each use count if you depend on him as a main DPS.</span>Overview<p><span><span><span><span><em><span>“Sesa is still a young person. Of course, I am only older than him by a few years. But his endurance is clearly a little clumsy. His resentment is also not firm enough. If he needs a little bit of truth to ignite his fervor for revenge, I am very glad to be of service... Ah, you don't allow it. Then I won't overstep.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Passenger, the Operator with a dispassionate smile that never changes, has left behind much more than just his real name. He left behind a prodigious academic career to become a research assistant for Originium engineering. He left the research position behind to become a leading figure in the Ibate black market. And he left the black market behind to join Rhodes Island as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Chain Caster</span></span></strong></span></span></span><span><span><span><span><span><span> Operator, skilled at </span></span></span></span></span></span><span><span><span><strong><span><span>AoE damage</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>rapidfire Slow</span></span></strong></span></span></span><span><span><span><span><span><span> effects. What catastrophic events have provoked this man to take on a new identity so many times? And just what does Kal’tsit know about it all?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The array of complex machinery that Passenger wields is the source of the “chain lightning” Arts attacks of his archetype. These attacks bounce between multiple enemies (though they do not return to a target they have already hit), doing less damage with each bounce and inflicting a minor Slow effect. In addition, when Passenger’s attacks hit a high-HP enemy, his </span></span></span></span></span></span><span><span><span><strong><span><span>Mechanism Analysis</span></span></strong></span></span></span><span><span><span><span><span><span> Talent leaves a debuff that causes them to take more damage from Passenger for a short time.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>When enemies are lined up in the perfect formation for Passenger’s chain lightning, his S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Focus Command</span></span></strong></span></span></span><span><span><span><span><span><span>, can be quite strong. </span></span></span></span></span></span><span><span><span><strong><span><span>Focus Command</span></span></strong></span></span></span><span><span><span><span><span><span> increases Passenger’s attack range and the number of enemies his attacks can bounce to while also decreasing his attack interval, resulting in a barrage of quick-chaining strikes (and repeated Slows from his Trait). However, enemies don’t always line up in such a convenient way. Never fear: the rest of the time you can use his S3, </span></span></span></span></span></span><span><span><span><strong><span><span>Glorious Shards</span></span></strong></span></span></span><span><span><span><span><span><span>, instead! This majestic Skill conjures a massive lightning storm centered on the highest-HP enemy within a huge range, showering random enemies in the radius with repeated attacks (and, again, repeated Slows). </span></span></span></span></span></span><span><span><span><strong><span><span>Glorious Shards</span></span></strong></span></span></span><span><span><span><span><span><span> can also store multiple charges, allowing you to summon several storms simultaneously!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Historically, the Chain Caster archetype has struggled to find a niche between the power of ST Casters and the better area control of AoE Casters, especially with high DP cost, slow ASPD, the brief duration of their Slow effect, and reliance on enemy positioning dragging them down. Passenger suffers extra roadblocks from his high SP costs and the many clunky aspects of his S3 (random targeting, short duration, low number of charges). Passenger's modules, however, can help him to take center stage. When the stars—and the enemies—align properly, however, Passenger can be an electrifying force to be reckoned with.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Trait: Arts damage that bounces to multiple enemies and slows them. Damage is reduced with each bounce<br> + Talent: Increases damage against unblocked enemies<br> + S2: ATK increases, damage no longer reduced for bounces. Great DPS if bounces can be utilized<br> + A good slowing and damage option for no-block strategies and teamed up with other slowing and crowd-control Operators<br></span> = She is a middle ground between an AoE and ST Caster. She is only better than an AoE Caster when enemies are too far apart for the AoE splash, and is only better than an ST Caster when multiple enemies are close enough for the bounce.<br> = Attack Interval is faster than an AoE Caster but slower than an ST Caster<br> <span style="color:red;">- High DP cost<br> - Low base ATK<br> - Bounce range is only 1 grid and cannot bounce to previously hit targets</span>Overview<p><span><span><span><span><span><span>Leizi is determined to help Rhodes Island, but as a government official, her mere presence threatens to throw Rhodes Island’s careful political neutrality out of balance. Despite this, she insists on wielding her powerful Originium Arts as a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Caster</span></span></strong><span><span><span>. What kind of Caster? Well, Leizi is technically single-target, but in practice she </span></span></span></span></span></span><span><span><span><strong><span><span>hits multiple targets</span></span></strong></span></span></span><span><span><span><span> due to her Trait, which causes her lightning Arts to “bounce” between enemies (and <strong>Slow</strong> them</span></span></span></span><span><span><span><span><span><span>!) at the cost of reducing the damage dealt to each subsequent target in the chain.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>This Kirin Caster capitalizes on her Trait using her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Unobstructed Flow</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases her ATK against targets who are not being Blocked. This, combined with the slowing effect on her attacks, makes her great for no-Block strategies. Since Leizi’s attacks can travel up a line of advancing enemies, she can easily hit multiple unblocked enemies if they are close enough together. Her damage is increased even further with her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Thunderclap</span></span></strong></span></span></span><span><span><span><span><span><span>, which massively increases her ATK and causes her attacks to deal full damage no matter how many times they bounce. Unfortunately, </span></span></span></span></span></span><span><span><span><strong><span><span>Thunderclap</span></span></strong></span></span></span><span><span><span><span><span><span> has an extremely high SP cost and only an average duration, so Leizi doesn’t get many chances to unleash her full power on a given map.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Leizi occupies an interesting middle ground between ST Casters and AoE Casters. If enemies are spread too far apart for her chain lightning to connect, then a ST Caster is more efficient. On the other hand, if enough enemies are bunched up in a group, a true AoE Caster is more efficient. Her high DP cost and the poor uptime on </span></span></span></span></span></span><span><span><span><strong><span><span>Thunderclap</span></span></strong></span></span></span><span><span><span><span><span><span> can further hamper her usefulness. However, with the attack range of a ST Caster and faster attack speed than an AoE Caster, Leizi’s damage potential is quite high when her chains can be strung together properly. She is especially well-suited for a no-Block strategy, where her Talent is always active and her Slow can keep advancing enemies at the proper range for mass electrocution.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Astgenne's Dual-Chain feature on her Skills help to ensure the consistency of her damage output<br> + Talent: +ASPD continues the trend of Astgenne's focus on consistency, offering a healthy bump to her average damage output<br> + Astgenne is less greedy for investment to be effective than other Chain Casters, attaining more of her peak performance far sooner than others<br></span> = Skills can target up to 4 enemies without E2/Mastery, meaning she is less impacted by her E1 trait only targeting up to 3 enemies<br> = Weak Mastery gains are a blessing and a curse: she needs less investment to get going, but she benefits less from max investment<br> <span style="color:red;">- High DP Cost<br> - Weak Skill multipliers hamper Astgenne's total damage output<br> - Weak Single-Target damage output<br></span>Overview<p><span><span><span>Astgenne is the sister of Astesia, which means she comes from a family with a long history of astrological prowess. As such, it’s quite shocking that Astgenne has renounced astrology and the idea that the stars have anything to do with the progression of the world. After she and her sister contracted Oripathy—a life-changing event that astrology did not predict—Astgenne has lost all faith in the stars and placed it instead in the science of Rhine Lab. Using technology to manipulate her Originium Arts, Astgenne has spread her wings as a <strong>5* Chain Caster</strong> who fires <strong>multiple bouncing attacks</strong> with one sweep of her wand.</span></span></span></p> <p><span><span><span>Having vowed to make her own destiny from here on out, Astgenne starts the moment she hits the battlefield with her <strong>Passion for Research</strong> Talent, which grants her stacking ASPD at regular intervals. The faster Astgenne attacks, the better—not only do her regular attacks bounce between multiple enemies (inflicting both damage and a brief Slow), but her Skills allow her to shoot two attacks at once, each of which then bounces between multiple enemies. Her S1, <strong>Double Diversion</strong>, is an auto-trigger Skill that can hold multiple charges, with each charge empowering her next attack to do bonus damage and attack two targets simultaneously. Similarly, her <strong>Starlight Intersection</strong> S2 is a manual Skill that increases her ATK and her attack range and causes each attack over the duration to attack two targets simultaneously. When <strong>Passion for Research’s</strong> ASPD buff is fully stacked, Astgenne can send an entire flock of shimmering starlight birds soaring across the field.</span></span></span></p> <p><span><span><span>Astgenne’s magic is a beautiful sight to behold, and it’s excellent for keeping hordes of enemies under control. However, while she excels at thinning groups of weaker enemies, she struggles against single targets. Her bouncing attacks and Skills allow her to attack <em>multiple</em> targets very adeptly, but she can’t concentrate the hits onto a single target, and the low multipliers on her Skills make it difficult to punch through targets with any amount of RES. On the plus side, between her slew of attacks and the residual Slow they leave behind, Astgenne is well-suited to carving away a boss’ minions one magic bird at a time, leaving the boss vulnerable to a concentrated assault from the rest of your squad.</span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Strong Chain Caster with powerful burst DPS.<br> + Able to hit way outside her range due to the chaining effects.<br> + Excels at taking down exactly two targets at a time. Generally a better option than many Splash Casters.<br> + S2: Huge damage and long Slow uptime when hitting two targets at a time. Can easily burst down armored enemies.<br></span> <span style="color:red;">- Very costly to deploy due to her archetype.<br> - Can accidentally hit targets you don't want to attack yet due to her chaining effects.<br> - S2: Harder to use than most other Caster skills. Requires good timing and practice to hit the two target sweet spot for the highest effectiveness.</span>Overview<p><span><span><span><span><span><span>Pudding’s recruitment at Rhodes Island was heralded by the appearance of a huge, fluffy pink tent that took over the Engineering Department. Nobody can complain about the space she’s taking up when they see how effective her work is, however. Not only has she been able to transform Closure’s indecipherable scribbles into organized blueprints (increasing Rhodes Island’s power efficiency by 12%!) but she has also stepped in to help the Doctor as a </span></span></span></span></span></span><span><span><span><strong><span><span>4</span></span></strong></span></span></span><span><span><span><span><span><span>★</span></span></span></span></span></span><span><span><span><strong><span><span> Chain Caster</span></span></strong></span></span></span><span><span><span><span><span><span>, able to </span></span></span></span></span></span><span><span><span><strong><span><span>Slow multiple enemies</span></span></strong></span></span></span><span><span><span><span><span><span> and condense her chain lightning so it deals </span></span></span></span></span></span><span><span><span><strong><span><span>higher damage to fewer targets</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like other Chain Casters, Pudding’s defining Trait is her special Arts attacks, which bounce to adjacent targets and inflict a brief Slow effect (although the damage is reduced for each new target in the chain). Her </span></span></span></span></span></span><span><span><span><strong><span><span>Electromagnetic Wave</span></span></strong></span></span></span><span><span><span><span><span><span> Talent is a simple but effective ATK increase, and her </span></span></span></span></span></span><span><span><span><strong><span><span>Tactical Chant β</span></span></strong></span></span></span><span><span><span><span><span><span> Skill is an equally simple but equally effective ASPD increase. Since Chain Casters have a slower ASPD, this is a useful buff indeed, though sometimes less useful than her S2. </span></span></span></span></span></span><span><span><span><strong><span><span>Diffusing Current</span></span></strong></span></span></span><span><span><span><span><span><span> buffs her ATK and allows her attacks to bounce back and forth between the same targets, dealing damage multiple times. </span></span></span></span></span></span><span><span><span><strong><span><span>Tactical Chant β</span></span></strong></span></span></span><span><span><span><span><span><span> is better for dealing AoE damage to many targets, while </span></span></span></span></span></span><span><span><span><strong><span><span>Diffusing Current</span></span></strong></span></span></span><span><span><span><span><span><span> is better for dealing with smaller numbers of enemies (in fact, “exactly two enemies” is its sweet spot).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Chain Casters suffer from many shortcomings. They have high DP cost, slow ASPD, and difficulty finding a niche in between ST Casters (usually better against single targets) and AoE Casters (usually better for groups of targets). However, the archetype has also received several buffs since it first entered the game, and Pudding is in a good position to take advantage of these buffs. She’s obtained through the Red Cert shop, and she has cheaper DP and development costs due to her 4★ rarity. Her two Skills help her to take advantage of her “middle ground” between ST and AoE Casters on different maps, depending on what you need, and her Slow effect can be a nice bonus. Plus, her lightning attacks come with pink sparkles! That’s a big advantage for any Operator.</span></span></span></span></span></span></p> <p> </p> |
Caster Charge / Mystic Caster
S- |
Explanation
Summary<span style="color:green;">+ A mystic caster that focuses on bursting down elite enemies.<br> + Talent: Can store more charged attacks than other mystic caster. <br> + Huge burst potential when fully charged and can kill many enemies in a single hit.<br> + S2: Great wave clear option when Ebenholz has a wide space in front of him to place remnants. Huge damage per hit and good displacement effect. Can be easily recharged for each wave of enemies. <br> + S3: Great burst option that can be used to quickly recharge his stored attacks. Very good skill uptime with the ability to deactivate to prepare for new waves. Extremely high damage multipliers.<br></span> <span style="color:red;">- S2: Remnants can only spawn in deployable spaces meaning placing allies in his attack range lessens its effects. Can often waste charges attacking a single enemy before skill is available. The skill uses all stored charges regardless of the number of available spaces, often leading to wasted charges.<br> - S3: If you don't kill an enemy in one hit his follow up attacks are far weaker and he will stop storing charges until enemies are out of range.<br></span>Overview<p><span><span><span>Ebenholz is a perfectly ordinary college student from a perfectly ordinary town in Leithania who was studying for a perfectly ordinary degree in music. Then an unfortunate (but perfectly ordinary) accident occurred that caused Ebenholz to contract Oripathy, and so he has come to Rhodes Island for some perfectly ordinary treatment.</span></span></span></p> <p><span><span><span>Got that? Good. Now put any thoughts about the descendant of the Witch King, the cursed music played directly into his head, and the conspiracy to return the Witch King’s bloodline to the throne of Leithania out of your mind. And don’t ask questions about why Ebenholz can play any instrument, what he hears when he does so, or how he has become a <strong>6* Mystic Caster</strong> who charges up devastating, <strong>boss-destroying</strong> blasts of dark magic using an ordinary conductor’s baton.</span></span></span></p> <p><span><span><span>Ebenholz’s Talents—which are definitely used for playing music, not mass murder—are <strong>Dynamics</strong> and <strong>Appoggiatura</strong>. <strong>Dynamics</strong> is the variation in loudness between different notes (also, it allows Ebenholz to store up “charges” when he is not attacking that will make his next attack stronger, including an extra charge that is used specifically on elite or boss enemies). <strong>Appoggiatura</strong> is a non-chord note inserted into a regular melody (also, it causes Ebenholz to deal bonus Arts damage when there are no other enemies near his attack target). Taken together, Ebenholz has a clear theme: letting other allies clear out trash mobs while he stores up energy to launch at a big solo boss. Er—that is—playing pretty music. Yes. That’s what he’s here for.</span></span></span></p> <p><span><span><span>But if he WAS going to blast a solo boss, Ebenholz would need Skills to do it. His S2, <strong>Desolate Echoes</strong>, <em>does</em> give him some potential to clear out small fry: when activated, this Skill transforms Ebenholz’s stored energy charges into traps that detonate when enemies approach, dealing AoE Arts damage and pulling all affected enemies closer. There is some value to this, as clearing enemies with <strong>Desolate Echoes</strong> can allow Ebenholz to then activate <strong>Appoggiatura</strong> on the boss. However, in most cases, Ebenholz would rather let his allies clear out the mooks and save his energy for his <strong>Sound of Silence</strong> S3. <strong>Sound of Silence</strong> is simple and laser-focused: it grants Ebenholz bonus ATK and ASPD, increases the power of his energy charges, and causes him to attack <em>only</em> elite or boss enemies for the duration. No need to worry about accidentally blowing charges on an Originium Slug; while <strong>Sound of Silence</strong> is active, no boss is safe.</span></span></span></p> <p><span><span><span>In fact, Ebenholz might be a little <em>too</em> laser-focused. It’s true that his kit does a good job of addressing some of the problems with Mystic Casters: <strong>Sound of Silence</strong> keeps his attention where it matters and helps with his slow-as-molasses ASPD, the extra energy charge from <strong>Dynamics</strong> gives him added punch when he needs it, and <strong>Appoggiatura</strong> is a real threat coming off Ebenholz’s bloated ATK stat. However, he has a lot of difficulty contributing outside of his narrow niche, especially in contrast to many other pre-existing bosskiller Operators. Ebenholz relies heavily on <strong>Sound of Silence</strong> to be a good bosskiller, but <strong>Sound of Silence</strong> is completely useless against any enemy that isn’t a boss due to the targeting paradigm. Contrast with, say, <a href="https://gamepress.gg/arknights/operator/silverash">SilverAsh</a>, who can <em>schwing-schwing</em> a boss and any enemies that spawn alongside that boss, then do it again two minutes later to clear out another wave whether there are bosses there or not.</span></span></span></p> <p><span><span><span>What Ebenholz <em>does</em> do well is deal with bosses that have periods of forced invulnerability—he can trigger <strong>Sound of Silence</strong>, knock them immediately to their invulnerability threshold, use the downtime to charge another mega-blast, and then finish them off as soon as the invulnerability ends. His massively frontloaded burst can also be helpful against enemies that react poorly to taking repeated hits, like <a href="https://gamepress.gg/arknights/enemy/pocket-sea-crawler">Pocket Sea Crawlers</a> or the <a href="https://gamepress.gg/arknights/enemy/big-sad-lock">Big Sad Lock</a>. Arknights is a game where overspecialization isn’t always an issue—there are twelve Operator slots on the team, after all. Treat Ebenholz as one instrument in the orchestra, not as a solo act, and you may enjoy the symphony that results. </span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Usual archetype strengths: Unusual attack range for a Caster, extremely high base ATK, “charges up” when not attacking to unleash a stronger hit later<br> + Talent gives Indigo’s attacks a low chance to Bind the target<br> + S1 turns her attack range into a long straight line and causes her to inflict many quick, weaker attacks over the duration; can be used to Bind multiple enemies, last-hit a weak enemy, or to quickly build up charges for a strong enemy<br> + S2 makes Indigo’s attacks faster and more likely to Bind, and it also causes Bound enemies in range to take Arts damage over time; great for Binding multiple enemies quickly and increasing Indigo’s damage output noticeably for the duration, especially against bound targets since she won't directly attack them<br></span> = Doesn’t attack Bound enemies; sometimes this is good (i.e., it allows her to more easily Bind multiple enemies or build charges) and sometimes it’s bad (i.e., she stops attacking an enemy she could kill, or a ranged enemy that keeps attacking her)<br> = S1’s altered attack range can allow Indigo to hit enemies that other Casters wouldn’t, but it can also take important enemies out of her range<br> <span style="color:red;">- S1 has a VERY short duration<br> - Usual archetype weaknesses: VERY slow ASPD<br> - S2 has poor uptime<br> - The low chance RNG nature of her Bind means that it cannot be relied upon, even with the increased ASPD of her Skills (especially with S1 because of the low duration)<br> - E2 is required to get any kind of reliability on her Binds, which makes her less competitive at E1 where 4 Stars often compare favorably with higher rarity Operators.</span>Overview<p><span><span><span><span><span><span>Indigo is an inheritor of mysteries. There is something unusual about her Originium Arts—something that seems to be different about her on a genetic level—but she has no idea why. There is something unusual about the staff she uses—a staff that was given to her by her long-gone mentor—but again, she has no idea why. Even after observation by Blue Poison, Thorns, and other Operators, Rhodes Island is no closer to finding the answers to these questions. These observations have merely shown that the mysterious light that Indigo channels through her staff can cut off the nervous system responses of her enemies, making her a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Charge Caster</span></span></strong></span></span></span><span><span><span><span><span><span> who </span></span></span></span></span></span><span><span><span><strong><span><span>uses the Bind ailment</span></span></strong></span></span></span><span><span><span><span><span><span> to disable her foes.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Charge Caster, Indigo attacks slowly but with great power. In fact, despite being a 4* unit, she has one of the highest ATK stats in Arknights (although her terrible attack speed greatly reduces her overall DPS). In addition, when Indigo has no eligible targets in range, she begins storing energy, increasing the damage of her next attack. Indigo stores one charge, up to a maximum of three, every time her attack interval comes around with no eligible targets in range. This is important because the rest of Indigo’s kit interacts with this Trait in various ways.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Indigo’s Talent is </span></span></span></span></span></span><span><span><span><strong><span><span>Gentle Binding Gaze</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives Indigo’s attacks a chance to inflict Bind on her target and also </span></span></span></span></span></span><span><span><span><span><em><span>prevents</span></em></span></span></span></span><span><span><span><span><span><span> her from attacking Bound enemies. This might sound annoying, but it actually works to Indigo’s advantage. If there are multiple enemies in range, she will spread her Binds around, and if there’s only one enemy in range, she’ll store energy while that enemy is Bound, ready to unleash immediately when it starts moving again.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>This gets even more interesting when you introduce Indigo’s Skills. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Lighthouse Guardian</span></span></strong></span></span></span><span><span><span><span><span><span>, turns Indigo’s attack range into a long straight line while also dramatically reducing her attack interval and damage for a few seconds. This Skill can quickly bind several targets (if RNG is on her side) or snipe down a low-HP enemy (if RNG is not on her side), but it can also quickly build a full charge for Indigo’s next attack if there are no valid targets in her range--ready for the next unfortunate enemy to cross her path! Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Labyrinth of Light</span></span></strong></span></span></span><span><span><span><span><span><span>, also reduces Indigo’s attack interval but otherwise has very different effects: it multiplies the chance that enemies will be Bound from Indigo’s attacks and causes Bound enemies in Indigo’s range to take Arts damage-over-time for the duration, even though Indigo still won’t attack them directly. Again, note the reduced attack interval! If all enemies in Indigo’s range are Bound, Indigo won’t attack any of them, so she’ll start building charges, only to release them explosively once the Bind wears off.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Charge Casters tend to be more “quirky and fun” than they are particularly useful. High ATK and the energy-storage mechanic can result in huge numbers for a single attack, but slow ASPD and bizarre Skills usually drag down their DPS. Indigo is a textbook example of this—despite the seemingly good synergy between her Trait and the ASPD increases of her Skills, her actual DPS in practice tends to be pretty low and unpredictable. Her Bind utility does not synergize well with the burst DPS design of her Archetype, and the Bind RNG chance is so low that it can’t be relied upon, even with the increase in ASPD (not to mention the almost comically low duration of her S1). Don’t write off this apprentice lighthouse keeper completely, though. With her unusual attack ranges, ranged Bind, and 4*-unit accessibility on her side, you can never be certain when a niche combination of circumstances will give Indigo a chance to shine.</span></span></span></span></span></span></p> <p> </p>
Explanation
Summary<span style="color:green;">+ Talent: deals bonus damage against blocked targets.<br> + S1: Can be useful if you need the additional range.<br> + S2: Great AOE slows the area in her attack range with good uptime. Provides a flat damage over time with a moderate increase in damage due to decreased attack interval.<br></span> = S2: Attacks only blocked enemies which can be situationally useful<br> <span style="color:red;">- S1: Since it reduces your per hit damage it weakens the initial burst damage of a charged up mystic caster attack.<br></span>Overview<p><span><span><span>Harmonie first showed her smug face in Chapter 9 of Arknights, appearing to be the snarky sidekick to hellbent villainess Mandragora. However, Harmonie quickly demonstrated that she was craftier than your average underling. She played Mandragora for a fool, double-crossed Dublinn, and made a bid to set the Victorian Empire on fire. Alternately playing the part of a noble, a commoner, a spy, and a leader, Harmonie has now arrived at Rhodes Island with an offer they can’t refuse: forget all about that “setting Victoria on fire” thing and she’ll help out as a <strong>5* Mystic Caster</strong> who <strong>Slows enemies</strong> in an area and <strong>focuses her attacks on Blocked</strong> <strong>targets</strong>. </span></span></span></p> <p><span><span><span>As a sneaky, underhanded schemer, Harmonie’s <strong>Unexpected</strong> Talent makes perfect sense for her personality: she deals bonus damage when attacking enemies who are being Blocked by another Operator. At first glance, this Talent may seem at odds with her S2, <strong>Disaster of Submersion</strong>. This Skill reduces Harmonie’s attack interval and causes her to only attack Blocked enemies, while also creating a powerful Slowing field that inflicts minor Arts damage over time.</span></span></span></p> <p><span><span><span><strong>Disaster of Submersion</strong> and <strong>Unexpected</strong> make sense on one level—Harmonie only attacks Blocked enemies during <strong>Disaster of Submersion</strong>, and <strong>Unexpected</strong> does bonus damage to Blocked enemies. However, if the enemy you want to attack is being Blocked, then the Slow from <strong>Disaster of Submersion</strong> doesn’t do anything, right? And if the enemy you want to attack is NOT being Blocked yet, then the Slow from <strong>Disaster of Submersion</strong> prevents the enemy from reaching your Blocker in time, right?</span></span></span></p> <p><span><span><span>This combo takes a bit more of a big-picture approach to work correctly. <strong>Disaster of Submersion</strong> uses its Slow field as a way of managing Harmonie’s Mystic Caster charges. The Arts damage over time weeds out weak enemies so that only the strong ones reach your Blockers… at which point Harmonie nukes them with a full-charged blast empowered by <strong>Unexpected</strong>. If multiple strong enemies are on their way, the Slow field delays them so they arrive one at a time, allowing Harmonie to finish off each one as it gets Blocked. And it’s also worth pointing out that because <strong>Disaster of Submersion</strong> creates a Slow field instead of attaching a Slow effect to Harmonie’s attacks, it can Slow invisible enemies, which is sometimes useful.</span></span></span></p> <p><span><span><span>Harmonie’s approach to battle is entertainingly tricky, but there are some contingencies that she clearly did not plan for. Obviously, any enemy that is too strong to be Blocked (or just outright unblockable) is a hard-counter to Harmonie’s strategy, and the timing or positioning of enemy waves can sometimes screw up her carefully-laid plans. Harmonie also suffers from the usual Mystic Caster weaknesses of terrible ASPD and a tendency to blow her charged attacks on weak enemies. Despite these issues, her Slow field can be an interesting tech option and she can be easier to use than some of the other members of her archetype, which might be juuust convincing enough to swindle her a space on your squad.</span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Solid damage with a synergetic kit.<br> + Talent 1: Plays well into the Mystic Caster niche of holding charges during downtime.<br> + S2: Target Priority keeps her from wasting Talent 1 enhancements while the DoT still allows her to contribute.<br></span> <span style="color:red;">- S2: Target Priority means she'll usually need assistance from another DPS unit.<br> - Talent 2: Another throw away story Talent that is given out way too late to be useful.<br> - Locked behind Chapter 13 story, so the players who would get the most use from her are the least likely to be able to get her.<br> - No utility to speak of, so she compares poorly to other 5★ Casters and has no niche over the 6★s.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> LastChancellor, mel</p> <p>"Let's save ourselves the trouble of introduction. I'll take this contract as a token of your approval of our collaboration. Can I get back to work now, Doctor?"</p> <p>------------------------------------------------</p> <p>As she walked along the corridor to the location where the operators reported, Delphine couldn't help but reminisce the days of fighting alongside Rhodes Island. In that war, the blood-red sun stood as a witness to innumerable unspeakable sorrow and anguish, and the scorching summer wind blew the flag of Rhodes Island and the military flag beside it. At night, the gentle twin moons would watch over the mingling chatter, whistles, and intermittent singing of their companions. I've been through it all, and I haven't yet backed down, she told herself. However the scenes of ruined towns around Londinium and the marching ground illuminated by the setting sun still appeared intermittently in her mind. She paused, carefully smoothing out the wrinkles on her coat, and then walked through the open door.</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Charge-/-Mystic-Caster##null##cn##stats">Caster [Charge / Mystic]</a></p> <p><strong>Trait:</strong> Attacks deal Arts damage; When unable to find a target, attacks can be stored up and fired all at once (Up to 3 charges)</p> <p><strong>Talent 1:</strong> Deal 118% ATK to enemies with 80% or more HP.</p> <p><strong>Talent 2:</strong> In <a href="https://gamepress.gg/arknights/event-banner-hub/episode-13-whirlpool-passion-cn-event-page">[The Whirlpool That Is Passion]</a>, Delphine deals % ATK to Sarkaz enemies and stores an extra charge that's only fired against Sarkaz enemies.</p> <p><strong>Skill 1:</strong> Reduce Attack Interval, Delphine's range changes. Delphine's charges deal an additional % ATK Arts Damage.</p> <p><strong>Skill 2:</strong> Increase ATK. Delphine will not attack enemies with less than a certain amount of HP. Delphine's charges causes the enemy to take Arts Damage/second that can stack up to a certain amount and lasts until end of skill.</p>
Explanation
Summary<span style="color:green;">+ A single target caster that focuses on quick bursts of damage<br> + Talent: Can store up to 3 attacks that deal bonus damage that is released all at once when an enemy enters her attack range<br> + Very high ATK for a single target caster<br> + One of the few operators that can inflict Sleep<br> + S1:The duration is short but so is the SP cost. While active, this also decreases the amount of time to store up her attacks.<br> + S2: Great for clearing waves of enemies if you can pile enemies together around the Sleeping targets.<br></span> <span style="color:red;">- Very slow attack time makes her average DPS rather low</span>Overview<p><span><span><span><span><span><span>Twenty years ago, a Rhodes Island Operator lent an old-fashioned radio to a young girl who dwelt in the Castle of Dreams. Twenty years later, that same young girl arrived on Rhodes Island’s doorstep to return the radio, not one day older than when she had borrowed the radio in the first place. Who is this girl? Where did she really come from? What are the full details of the old Victorian fairy tale she seems to be following to the letter? All we know for sure is that she goes by the name Iris, and she has decided to aid Rhodes Island as the first </span></span></span></span></span></span><span><span><span><strong><span><span>5* Charge Caster</span></span></strong></span></span></span><span><span><span><span><span><span>, putting hostile units to </span></span></span></span></span></span><span><span><span><strong><span><span>Sleep</span></span></strong></span></span></span><span><span><span><span><span><span> and sending them to a new plane of existence with her high </span></span></span></span></span></span><span><span><span><strong><span><span>burst DPS</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Charge Casters are so named because they store up “charges” of magic when they aren’t attacking (represented by sparkles around Iris’ staff). Each spark increases the damage of her next attack, and Iris’ Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Sealed Treasure</span></span></strong></span></span></span><span><span><span><span><span><span>—further increases the power of the charges she stores. The charges are stored every time Iris would attack but has no viable targets in range; unfortunately, Charge Casters have a very slow ASPD (on par with AoE Casters!), so it can take a while for Iris to get her burst damage in gear.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Fortunately, that’s where her Skills come in. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Fairy Tale Protector</span></span></strong></span></span></span><span><span><span><span><span><span>, reduces her damage but dramatically increases her ASPD for a few seconds. (It also turns her attack range into a long, straight line, reinforcing this as the “machine gun” Skill.) In a situation where Iris isn’t getting downtime to charge her attacks, </span></span></span></span></span></span><span><span><span><strong><span><span>Fairy Tale Protector</span></span></strong></span></span></span><span><span><span><span><span><span> gives her high-speed DPS and charging speed when she needs it. Alternately, Iris can create the breathing space she needs with her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Dreamland Cradle</span></span></strong></span></span></span><span><span><span><span><span><span>, which puts up to 2 enemies within Iris’ range to Sleep and deals AoE Arts damage when they wake up. In most cases, Sleep is a double-edged sword, since Sleeping enemies can’t be targeted by most Operators. However, that’s exactly what Iris wants! Taking enemies out of the action gives her a chance to build a charge or two, so when they wake up, they first take the </span></span></span></span></span></span><span><span><span><strong><span><span>Dreamland Cradle</span></span></strong></span></span></span><span><span><span><span><span><span> damage and then a salvo of Iris’ charged energy straight to the face. The results are a dream come true!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>It’s not all sweetness and light for Iris, as much as she might try to convince you otherwise. Her terribly slow ASPD is a definite drawback, and her DP cost is not cheap. </span></span></span></span></span></span><span><span><span><strong><span><span>Fairy Tale Protector’s</span></span></strong></span></span></span><span><span><span><span><span><span> duration is very brief and the damage reduction makes it less efficient than it sounds, and while </span></span></span></span></span></span><span><span><span><strong><span><span>Dreamland Cradle</span></span></strong></span></span></span><span><span><span><span><span><span> is very helpful for Iris, the Sleep effect can still screw with your other Operators. You can’t argue that Iris isn’t eccentric, either as a person or as an Operator. However, if you’re able to get on her level and take her outlandishness in stride, you’ll have a fierce friend who’s ready to make your dreams of victory into a reality.</span></span></span></span></span></span></p> <p dir="ltr"> </p> |
Caster Drone / Mech-Accord
S+ |
Explanation
Summary<span style="color:green;">+ A Drone Caster that can perform map-wide ranged attacks<br> + Talents: when skills are active her attacks have a chance to crit which deals large AOE damage. Her drones ignore a decent amount of enemy RES which can be a significant boost in damage against high RES enemies.<br> + Great with buffs. Flat ATK buffs like Skadi Alter will have a huge impact on her overall stats and benefit well from the high damage multipliers. ASPD buffs greatly aid her Trait damage increase and talent explosion damage.<br> + Extremely useful in modes where buffs are accessible: Integrated strategies and Stationary Security Service.<br> + S2: A decent afk DPS skill if you plan to leave Goldenglow on the field for a while. A good skill for annihilation mode and for taking down the more durable elite mobs. The increased range can be useful as it provides a unique attack coverage for a caster unit.<br> + S3: The bread and butter skill for Goldenglow, it provides map-wide crowd control and damage to shut down difficult enemies before they have a chance to get close. Since it targets enemies closest to the protection objective it can also be useful in catching enemies that make it past defenses.<br></span> <span style="color:red;">- S2: It takes quite a while to charge up, and while it has good coverage the damage can be quite mediocre if you aren't fighting tanky enemies that allow you to build up your drone damage<br> - S3: Since it targets the closest enemies to the objective, it can easily swap targets and lose out on some of the buildup damage.<br></span>Overview<p><span><span><span><span><span><span>The long-awaited Pink Korone arrives!! At last, Pink Doggo is here—wait, what do you mean “she’s a cat”?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Goldenglow (whose design is based on a</span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/Scottish_Fold"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Scottish Fold cat</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, thus the ears) is a hapless hairdresser who contracted Oripathy while trying to work as a Catastrophe Messenger. The sixth child in her large family, Goldenglow didn’t want to put the financial burden of her disease on her widowed mother, so she joined Rhodes Island as a beautician (presumably working under</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/roberta"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Roberta</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>). However, Goldenglow’s Originium Arts are shockingly strong (pun intended), and she was eventually moved to work as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Mech-Accord Caster</span></span></strong></span></span></span><span><span><span><span><span><span> whose </span></span></span></span></span></span><span><span><span><strong><span><span>multiple drones</span></span></strong></span></span></span><span><span><span><span><span><span> go all out with </span></span></span></span></span></span><span><span><span><strong><span><span>expanded range</span></span></strong></span></span></span><span><span><span><span><span><span>… at least until they </span></span></span></span></span></span><span><span><span><strong><span><span>explode into AoE damage</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That’s right: explode. Thanks to Goldenglow’s </span></span></span></span></span></span><span><span><span><strong><span><span>Beacon’s Wrath</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, her drones have a chance to explode while her Skills are active, inflicting massive AoE Arts damage. Fortunately, the exploded drone instantly returns, ready to go out once more and wreak havoc. The explosion damage is further enhanced by her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Precise Redirection</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes Goldenglow and her drones to ignore a flat amount of enemy RES.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>All three of Goldenglow’s Skills enable this drone destruction, to devastating results. The </span></span></span></span></span></span><span><span><span><strong><span><span>Scattering Sparks</span></span></strong></span></span></span><span><span><span><span><span><span> S1 gives Goldenglow one extra drone and increases her ATK and ASPD, making it simple and effective for quick skirmishes. Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Surging Current</span></span></strong></span></span></span><span><span><span><span><span><span>, takes longer to charge but is a permanent Skill that gives Goldenglow one extra drone, bonus ATK, and an expanded attack range. It can be quite good for prolonged engagements, such as Annihilation maps. However, blowing both of these Skills out of the water is the </span></span></span></span></span></span><span><span><span><strong><span><span>Crystalline Shine</span></span></strong></span></span></span><span><span><span><span><span><span> S3. Goldenglow herself stops attacking, but she gains two extra drones and </span></span></span></span></span></span><span><span><span><span><em><span>global</span></em></span></span></span></span><span><span><span><span><span><span> attack range, along with a large ATK buff. Pop this Skill and Goldenglow’s electric crystals will zap around the battlefield, striking from every direction, exploding everywhere, and leaving complete destruction in their wake. To top it off, the drones will Slow enemies they attack for the Skill duration. (Assuming any enemies are surviving the explosions, that is.)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Goldenglow’s amateur status and lack of control does result in some weaknesses. Most noticeably, her explosion mechanic can actually hurt her damage potential. The drones of Mech-Accord Casters deal more damage the longer they spend attacking the same target. Goldenglow’s drones </span></span></span></span></span></span><span><span><span><span><em><span>do</span></em></span></span></span></span><span><span><span><span><span><span> preserve their damage bonus after they explode, but </span></span></span></span></span></span><span><span><span><span><em><span>only</span></em></span></span></span></span><span><span><span><span><span><span> if they return to attacking the same target. If a different enemy has become Goldenglow’s priority in the interim, the drones will reset their damage buff, even if the first enemy is still alive! Her S3 is particularly susceptible to this, between the global range and the Slow effect.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>So Goldenglow’s targeting can be screwy. How much does this hold back her performance? In truth, not much at all! While Goldenglow’s power can be difficult to control, the power of her explosions and the utility of her infinite range makes her one of the strongest Casters we’ve seen in a long time. It’s a good thing she does free haircuts, though. Repeated application of S3 may result in the rest of your Operators getting unexpectedly frizzy hair.</span></span></span></span></span></span></p> <p> </p> |
A+ |
Explanation
Summary<span style="color:green;">+ Extremely high DPS potential for her rarity.<br> + S2: DPS rivals even the 6*s.<br> + S2: Manual deactivation means less wasted time if the key target dies early.<br></span> <span style="color:red;">- Overdrive is a requirement for her DPS which can make timing difficult as well as knocking her out for a brutally long time.<br> - No utility beyond her DPS. No crowd control like with other Mech-Accord Casters.<br> - No built in RES shred really hurts her DPS against some targets.<br></span>Overview<p><span><span><span>Rockrock chose her code name to demonstrate that she is twice as resolute and hard-headed as a rock. Whether she successfully got her point across with this choice is up for debate, but don’t argue about it to her face! As the daughter of a mechanic and the founder of the Citizens’ Self-Salvation Company, Rockrock is not afraid to get her hands dirty in pursuit of her goals. She built her laser-spitting Float Unit drone herself, and she built it to do one thing: MASSIVE DAMAGE. Rockrock is a <strong>5* Mech-Accord Caster</strong>, and while most members of this archetype like to splash in a little utility with their damage potential, Rockrock is here to <strong>deal damage</strong> and chew bubblegum. And she never had any bubblegum to begin with.</span></span></span></p> <p><span><span><span>Right from deployment, Rockrock starts building her attack plan with her Talent, <strong>Upon a Monolith</strong>, which grants her a stacking ATK buff over time. But the real meat of her damage comes from utilizing the Overdrive mechanic with her S2, <strong>Solitary Yoke</strong>. Overdrive is a mechanic where a Skill’s duration is divided into two parts: first, a comparatively vanilla effect is triggered, then halfway through, a more powerful effect is triggered… at the cost of some kind of downside. In Rockrock’s case, <strong>Solitary Yoke</strong> starts out by simply increasing Rockrock’s ASPD. Once it hits Overdrive, however, Rockrock’s ATK is also increased and the damage ceiling on her Float Unit is massively increased, quickly ramping Rockrock’s DPS up to devastating levels. The downside? When the Skill ends (either on its own or by being manually cancelled by the player), Rockrock is Stunned for a duration equal to the amount of time she was in Overdrive.</span></span></span></p> <p><span><span><span>There are obvious downsides to this attack plan. Number One: wind-up time. First <strong>Solitary Yoke</strong> must charge the SP gauge, then there’s a period of vanilla ASPD buff to wait through, <em>then</em> Rockrock’s drone has to attack the same target multiple times to ramp up its damage before Rockrock is hitting her maximum damage numbers. Number Two: cooldown time. If you use the entire duration of <strong>Solitary Yoke</strong>, Rockrock will be Stunned for 20 seconds! That’s an incredibly long time to have your Caster out of commission (although at least she can be charging her next <strong>Solitary Yoke</strong> while she recovers).</span></span></span></p> <p><span><span><span>Rockrock benefits hugely if she can get some help from other Operators. SP battery units help the cycling of <strong>Solitary Yoke</strong>, and Therapist Medics can give her the Status Resistance buff to cut down the duration of her self-Stun. For a 5* Caster, Rockrock’s damage potential is actually quite impressive, so it can be worth jumping through some hoops to get her off the ground (literally, if she’s slumped over in a self-Stun). Even without assistance, Rockrock can be a potent ace in the hole for dumping burst Arts damage into a tough boss. Deploy her early, time her S2 well, and you’ll see why people were willing to follow this simple train mechanic in her quest for justice.</span></span></span></p>
Explanation
Summary<span style="color:green;">+ Drone caster with the ability to apply the Cold and Frozen effects<br> + Offers decent crowd control, especially when paired with others operators that apply Cold, or when her ASPD is boosted.<br> + S2: Synergizes well with her Archetype as the drones lock onto the target and Freeze immobilizes, allowing her more time to attack the same target.<br></span> <span style="color:red;">- S2: Freeze chance is RNG based with the low chance to Cold, so it can be unreliable.<br> - Her unique ability to freeze enemies is only active with S2, which has a poor uptime.<br> - Low DPS relative to other Drone casters<br></span>Overview<p><em>"'Prayer that will be found, devotion that will be rewarded...' If anything that convenient truly existed, I'd like to see it myself. Me? I'm hardly even perfect knitting sweaters—how could I grant anyone's wishes? Oh, but if you'd like a blizzard, that's something I can do for you."</em></p> <p><span><span><span><span><span><span>Kjera is possibly the Goddess Kjeragandr (the one that Pramanix and her family worship). It’s a little unclear why a goddess would choose to take the form of Pramanix’s maidservant, but then again, even a goddess needs a bit of fun once in a while. For example, oh… fighting as a </span></span></span></span></span></span><span><span><span><strong><span><span>5</span></span></strong></span></span></span><span><span><span><span><span><span>★</span></span></span></span></span></span><span><span><span><strong><span><span> Mech-Accord Caster</span></span></strong></span></span></span><span><span><span><span><span><span> and bringing the formerly-enemy-only </span></span></span></span></span></span><span><span><span><strong><span><span>Cold status ailment</span></span></strong></span></span></span><span><span><span><span><span><span> to the field?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Mech-Accord Casters have quick ASPD but low ATK, relying on dealing lots of small hits quickly with the help of a “drone” that deploys along with her. Mech-Accord drones attack at the same time as their Caster companions, and their damage ramps up the longer they attack the same target. Kjera compensates for the “low ATK” part of the archetype with her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Deference</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives her a small ATK buff that increases if she is deployed next to two or more ground tiles (typically an easy condition to satisfy). She puts this buff to good use with her </span></span></span></span></span></span><span><span><span><strong><span><span>Unrestrained Heart</span></span></strong></span></span></span><span><span><span><span><span><span> S2, where she further buffs her ATK and—more importantly—conjures a second drone, attacking </span></span></span></span></span></span><span><span><span><span><em><span>three</span></em></span></span></span></span><span><span><span><span><span><span> times with each action! Kjera’s drones can also follow the enemy out of her attack range as long as </span></span></span></span></span></span><span><span><span><strong><span><span>Unrestrained Heart</span></span></strong></span></span></span><span><span><span><span><span><span> is active, continuing to fire until the Skill ends… or until the enemy’s life does.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Finally, while </span></span></span></span></span></span><span><span><span><strong><span><span>Unrestrained Heart</span></span></strong></span></span></span><span><span><span><span><span><span> is active, Kjera and her drones have a chance to inflict the Cold ailment on their target. Cold reduces the ASPD of the target, and if it is applied again to a target who already has Cold, that target is Frozen, preventing them from moving and lowering their RES for the duration. The chance to cause Cold with </span></span></span></span></span></span><span><span><span><strong><span><span>Unrestrained Heart</span></span></strong></span></span></span><span><span><span><span><span><span> is low, but because Kjera unleashes so many attacks during its duration, you’ll see the effect more often than you might think.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>On her own, Kjera is a reliable source of quick, effective Arts damage, especially for a welfare Operator. However, Kjera really shines when supported by other Operators. Kjera’s main strength is causing Freeze with </span></span></span></span></span></span><span><span><span><strong><span><span>Unrestrained Heart</span></span></strong></span></span></span><span><span><span><span><span><span>, and you can bolster this in two ways: Operators who cause Cold, or Operators with ASPD buffs. The former is obvious: layer more Cold effects and you get more Freezes. However, with just a small ASPD buff, Kjera becomes quick enough to land another attack before her own Cold effect wears off, greatly increasing her ability to Freeze targets. Even a goddess can’t do everything by herself—if she could, she wouldn’t need worshippers, now would she?</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Trait: Controls a Drone Unit that also attacks enemies; Drone Unit’s damage ramps up as it attacks the same target and resets when attacking a new target. This makes her damage better than her stats might seem to indicate.<br> + Talent: Increases ASPD for Click and Drone Unit<br> + S2: Increases ATK and attack range, and gives Click and Drone Unit a chance to Stun. Also, Drone “locks on” to the enemy and follows it out of Click’s range, until the enemy dies or the duration ends. Good damage and crowd control, and great for focusing a tough enemy that moves out of range<br> + Good addition to a crowd-control/stall team<br></span> <span style="color:red;">- Low base ATK that requires the Drone ATK ramp-up to be competitive<br></span>Overview<p><em>"My unique skill is video editing. Did you wanna do a Rhodes Island promo, Doctor? Got a plan for me? All righty, let’s take a look. Hmm... Rhodes Island precautions, balanced diet videos, fire safety videos... What the hell are these?!"</em></p> <p><span><span><span><span><span><span>Click’s hobby of shooting home movies in the great outdoors doesn’t sound very special in our world. However, when “the great outdoors” is ravaged by lethal Catastrophes, insidious Originium pollution, and</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/enemy/infused-originium-slug"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span>mutant slugs that explode when killed</span></span></span></span></span></span></span></a><span><span><span><span><span><span>, it takes a lot of caution and training to survive—let alone to make quality footage out of it! Click only gets away with it by virtue of being a </span></span></span></span></span></span><span><span><span><strong><span><span>4* ST Caster</span></span></strong></span></span></span><span><span><span><span><span><span> assisted by a helpful hovering Drone. Working together, the duo is able to </span></span></span></span></span></span><span><span><span><strong><span><span>lock on</span></span></strong></span></span></span><span><span><span><span><span><span> to moving enemies and </span></span></span></span></span></span><span><span><span><strong><span><span>Stun</span></span></strong></span></span></span><span><span><span><span><span><span> them with synchronized </span></span></span></span></span></span><span><span><span><strong><span><span>double Arts attacks</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Click’s Drone fires off a shot every time she attacks. The shot starts out weak, but its damage increases every time it attacks the same target (the bonus resets when hitting a new target). Click has higher base ASPD than other ST Casters, and her </span></span></span></span></span></span><span><span><span><strong><span><span>Coordinated</span></span></strong></span></span></span><span><span><span><span><span><span> Talent increases her ASPD further. With her quick attacks and the help of her Drone, Click can do more DPS than her low ATK stat would suggest.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Their teamwork culminates with her Skill 2, </span></span></span><strong><span><span>Synchronized Attack</span></span></strong><span><span><span>. This Skill increases Click’s attack range, buffs her ATK, and gives the attacks of both Click and her Drone a chance to cause Stun. The skill also causes the Drone to “lock on” to whatever Click attacks, and the Drone will follow it out of her attack range and continue attacking until either the target dies or </span></span></span><strong><span><span>Synchronized Attack</span></span></strong><span><span><span> ends. This is great against tough enemies that leave her attack range. </span></span></span><span><span><span>Reunion can run, but they can’t hide!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>While her rapid-fire Arts are both entertaining and effective, Click is not without weaknesses. In comparison to similar-rarity Casters, she has higher DP cost and lower base ATK, and the time she takes to ramp up her damage can be troublesome. Click is at her most effective when she gets to focus-fire a single beefy target for a long period of time. Fortunately, that means she's perfect for boss-killing! In particular, Click excels against bosses who spend a long time walking around the map in circles, since she can lock onto them with her S2 to keep up the DPS after they leave her attack range (although many bosses are immune to her Stun).</span></span></span></span></span></span><span><span><span><span><span><span> Overall, Click is a great Operator for her rarity, and if you’re looking for a budget boss-killer, Click might be the Operator to call back from the auditions.</span></span></span></span></span></span></p> |
A- |
Explanation
Summary<span style="color:green;">+ Drone caster with a focus on consistent single target damage<br> + very straightforward unit that deals moderate arts damage<br> + Talent: small probability to do increase damage<br> + S2: The bread and butter skill for minimalist. Good amount of charges with a small SP cost.<br></span> <span style="color:red;">- Doesn't provide anything particularly unique or impactful in the single target caster department.<br> - Unlike other drone casters, he doesn't have a skill that locks his drone onto a target to take advantage of the archetypal damage ramp.<br></span>Overview<p><span><span><span>Minimalist is an OCD interior designer from the underground land of Durin (not to be confused with the Operator who goes by the codename <a href="https://gamepress.gg/arknights/operator/durin">Durin</a>). As his codename suggests, Minimalist insists on a strict spartan design sense for his creations: clean lines with absolutely no clutter, tailored to suit the specific needs of the project. His design sense has also informed his combat style as a <strong>5* Mech Accord Caster</strong> with an extremely simple, <strong>easy-to-use DPS </strong>strategy.</span></span></span></p> <p><span><span><span>How simple are we talking? Minimalist’s Talent, <strong>Sudden Realization</strong>, has a chance to increase his damage when attacking, like a critical hit. His <strong>Divine Craftsmanship</strong> S2 causes his next attack to hit twice at increased power. “Two hits” means “two chances to activate <strong>Sudden Realization</strong>,” and the damage boost from <strong>Divine Craftsmanship</strong> stacks with the critical hit from <strong>Sudden Realization</strong>. (Multiple hits also builds the damage Trait of his drone more quickly.) Stack hits, do damage. That’s it! Simple, clean, and elegant—the Minimalist brand.</span></span></span></p> <p><span><span><span>Of course, with a kit so simple, it’s easy to see the weaknesses. Minimalist brings no support or utility to his team, and while his regular DPS output is good, he has no tricks to deal with bosses, elite enemies, or targets with high RES. Minimalist does exactly one job (baseline single-target Arts DPS) and nothing else… but he certainly deserves his professional pride about how well he handles that one job. </span></span></span></p> |
Caster Modal / Phalanx Caster
S |
Explanation
Summary<span style="color:green;">+ Talent: Lin is shielded in a regenerating crystal barrier that breaks and deals AOE damage and stuns when attacks deal enough damage.<br> + Talent: Lin has a chance to gain SP when she is attacked.<br> + Good choice as a defensive DPS option against ranged attackers, as she will be able to charge her skills quickly and easily mitigate their damage.<br> + S3: Good damage and provides a bit of crowd control by stunning enemies in range every time she kills a target. A solid option when you are against large waves of weak enemies as you can continually break and regenerate your shield.<br> + Module greatly increases her bulk, which with her shield, makes her effectively invulnerable as a range tank.<br> + Module upgrades resolve the cycle time issue with her S3.<br></span> <span style="color:red;">- Unless she is being targeted, her skill recharge time is quite poor.<br></span>Overview<p><span><span>Lin Yuhsia, daughter of Lungmen’s legendary criminal mastermind the Rat King, has been working publicly as an entrepreneur while she debates whether to follow her father’s footsteps to the Dark Side. Her familial connections, her keen business sense, and her ability to control sand and glass are all factors that make her a dangerous opponent. However, it is that latter ability that interests us most today, as Lin has joined Rhodes Island as a <strong>6* Phalanx Caster</strong> who can <strong>negate damage with a barrier</strong> as well as <strong>shatter her barrier to</strong> <strong>damage and Stun</strong> nearby enemies. </span></span></p> <p><span><span>Phalanx Casters are Casters who flip back and forth between two “modes” depending on whether they have a Skill active or not. When they are not using a Skill, they cannot attack, but they possess massively increased personal defenses. When they <em>are</em> using a Skill, they inflict true-AoE Arts damage attacks around themselves, but lose their increased defenses.</span></span></p> <p><span><span>Lin Yuhsia augments this paradigm with her <strong>Perfect Planning</strong> Talent, which gives her a Crystal Barrier that blocks all damage while it is active. The trick is, if the barrier receives substantial damage in a single attack, it shatters, damaging and Stunning all nearby enemies. Lin will then be vulnerable until the barrier regenerates (which takes several seconds).</span></span></p> <p><span><span>Between her high passive defenses while not using a Skill and the protection from <strong>Perfect Planning</strong>, Lin is an ideal choice for absorbing attacks from a ranged tile. Even better, she has a chance to gain SP every time she is attacked thanks to her <strong>Hidden Talent</strong> E2 Talent, making her an even better choice for a ranged damage sponge. And what does she do with that SP? Preferably, she unleashes her <strong>Shattered Time</strong> S3, which buffs her ATK and expands her attack range (and thus the effect radius of her barrier-shatter as well). But that’s the boring part. The fun part is, she also increases the amount of damage her barrier can absorb before shattering, and she gains the property that she will shatter and instantly regenerate her barrier every time she kills an enemy during the Skill duration.</span></span></p> <p><span><span>Lin really needs her Module (which was not initially available upon her release) to be a competitive Phalanx Caster. Her Module increases the activation rate and SP gain from <strong>Hidden Talent</strong>, making <strong>Shattered Time</strong> both more spammable and reliable. <strong>Shattered Time</strong> is a very cool Skill, offering the possibility of great survivability, high consistent DPS, and repeatable Stuns (depending on how many easily-killable trash enemies are within Lin’s range). However, the uptime is quite bad, so without her Module (or without ranged enemies to target Lin and trigger <strong>Hidden Talent</strong> in the first place), Lin can be quite slow and underwhelming.</span></span></p> <p><span><span>Phalanx Casters tend to be tricky to use well, and Lin is no exception. Take her lightly at your own risk, however. A Doctor whose planning is perfect enough to match Lin’s can certainly find good uses for an Operator who comes packing Arts damage, Stuns, and an invincible barrier in the bargain.</span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Usual archetype strengths: Has DEF +200% and RES +20 while her Skills are NOT active, putting her on par with multiple Defenders<br> + Attacks all enemies within her attack range while her Skills are active (“true” AoE)<br> + Talent heals her every time she uses a Skill<br> + S1 gives her a DEF bonus while active, and Charged S1 retains her Trait buff for the duration; Charged S1 gives her pretty phenomenal defenses (plus a huge heal from her Talent), making this a great skill to support the Archetype’s role of “ranged tank”<br> + S2 inflicts Slow, and Charged S2 inflicts Bind, giving Carnelian good AoE crowd control. With ASPD buffs Charged S2 becomes unrivaled in its Bind uptime.<br> + S3 has expanded attack range; Charged S3 increases damage potential, great against large groups of enemies. It has a faster cycle time than most comparable skills, so it can be available more often.<br> + Has pretty reasonable SP costs for her Skills<br></span> <span style="color:red;">- Archetype drawback: doesn't attack when skills are not active, and defenses drop when skills are active, so careful skill use planning is necessary (though charged S1 retains these defenses).<br> - For Skills to compete against the best available, they must be Charged, meaning they must gain twice the normal amount of SP. This leads to a slower first-time Skill activation and overall Skill charge times that are longer than they might appear to be at first glance.<br> - S3 damage ramps up over time, and the charged effect damage increase requires multiple hits per enemy to stack, making it take a relatively long time to reach its peak damage (if it ever does)<br></span>Overview<p><span><span><span><span><span><span>Carnelian is</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/beeswax"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Beeswax’s</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> big sister, and as is the custom for their people, Carnelian left home to go on a journey of self-discovery when she reached her majority. And what a journey it was: she accidentally adopted Count Hohenlohe of Leithania as her little brother, and is now working for Rhodes Island to secretly obtain treatment for the Infected Count. Carnelian is determined not to make her younger siblings--adopted and blood-related alike--worry about her. Fortunately, she's more than capable of keeping herself safe, bring a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Modal Caster</span></span></strong></span></span></span><span><span><span><span><span><span> with a potent </span></span></span></span></span></span><span><span><span><strong><span><span>Charge mechanic</span></span></strong></span></span></span><span><span><span><span><span><span>, great </span></span></span></span></span></span><span><span><span><strong><span><span>self-sustain</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>AoE crowd control</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>ramping Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Modal Caster, Carnelian flips between two “modes” in battle, depending on whether her Skill is active or not. When she is not using a Skill, Carnelian has massively buffed DEF and RES, but she cannot attack. When she IS using a Skill, Carnelian loses her DEF/ RES buffs, but begins unleashing AoE Arts shockwaves in an area around her.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>On top of the Modal Caster mechanics, Carnelian is the first Arknights Operator to use the Charge mechanic. She keeps gathering SP after she reaches the SP cost threshold for her Skills. When she has accumulated twice the base SP cost, the Skill icon changes from yellow to red and the Skill gains a bonus effect when activated. (So, if her Skill costs 25 SP, she can activate the Skill anytime as long as she has at least 25 SP reserved. But if she activates the Skill at 50 SP instead, she gets the bonus effects.) One of the bonus effects is her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Meal of Life</span></span></strong></span></span></span><span><span><span><span><span><span>, which restores Carnelian’s HP after she activates a Skill. If she is activating a Charged Skill, then the HP restored is doubled! The other Charge effects depend on which Skill she is currently using:</span></span></span></span></span></span></p> <ul> <li><span><span><span><strong><span><span>Sandstorm Guardian</span></span></strong></span></span></span><span><span><span><span><span><span> (S1) is a simple Skill that gives Carnelian a large ATK and DEF boost. If Charged, Carnelian also retains her DEF/ RES buff for the Skill’s duration. This is the skill to use if you want to take advantage of her Archetypal traits and use her primarily as a ranged tank.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>Sand Fetters</span></span></strong></span></span></span><span><span><span><span><span><span> (S2) is a crowd-control Skill that speeds up Carnelian’s rate of attack and causes her attacks to inflict Slow. If Charged, this Skill inflicts Bind on enemies instead. This is a excellent crowd-control skill, and it can be made even stronger with ASPD buffs (i.e., Aak).</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>Mark of Gluttony</span></span></strong></span></span></span><span><span><span><span><span><span> (S3) expands Carnelian’s attack range and gives her an ATK buff that ramps up over time. If Charged, each attack on an enemy increases the damage she deals to them, stacking up to 5 times. This skill has great AoE Arts destructive power, and although it doesn’t quite match some of the most broken options in the game (i.e., Eyjafjalla), its cycle time is shorter, so it can be used more often.</span></span></span></span></span></span></li> </ul> <p><span><span><span><span><span><span>Carnelian has a lot of potential, but unfortunately the windup time to realize it is a big drawback. S</span></span></span></span></span></span>3 damage ramps up over time, and the charged effect damage increase requires multiple hits per enemy to stack, making it take a relatively long time to reach its peak damage (if it ever does). On the <span><span><span><span><span><span>SP side, her costs look reasonable at first glance, but her Skills aren’t as impressive unless you Charge them first, which means a longer first-use, and twice the downtime between uses--and remember, without a Skill active, Carnelian’s only contribution is damage soaking. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In addition, Carnelian doesn’t really bring much to the table that other Operators don’t already. Her S2 and S3 are both strong skills, but there are other Operators who can cover those roles just as well or better (especially if Carnelian isn’t supported). In addition, trying to utilize S2/ S3 can be risky if using Carnelian in her archetypal role of damage sponge, since she loses her Trait’s defenses when they are active. Finally, Carnelian’s Charging adds an additional layer of planning and timing, so she is not suited to players who prefer hands-off, low-maintenance Operators.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>On the plus side, Carnelian’s 6* stats make her an incredible ranged-grid tank between Skill uses (or even during them, if using Charged S1) and a Charged </span></span></span></span></span></span><span><span><span><strong><span><span>Meal of Life</span></span></strong></span></span></span><span><span><span><span><span><span> is basically a free full-heal. It’s rare to have a ranged unit with Carnelian’s level of durability, and this alone can make her a valuable Operator. If Carnelian is given room to breathe, she will assuredly stop her opponents from doing the same. </span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Archetype: Does not attack normally. Only attacks when Skills are active, dealing AoE Artsl damage to all enemies in range. Massively increased DEF (+200%) & RES (+20) when not attacking (Skill is not active)<br> + Extremely high DEF while a skill is not active allows her to shrug off most ranged physical damage<br> + S2: The Obelisk that she summons has 5000 HP and over 500 DEF at E2, so it can soak a large amount of damage, blocks 3 enemies and doesn't use a deploy slot.<br> + S2: provides some crowd control when her obelisk is summoned, as it stuns nearby enemies<br></span> <span style="color:red;">- Doesn't attack when Skills aren't active, so she is on the low side for consistent DPS and has a very small attack range<br></span>Overview<p><span><span><span><span><span><span>Beeswax came to Rhodes Island looking for a relative who had long ago left home to wander the world. This relative is a Rhodes Island Operator and is currently deployed on a long-term undercover mission—at first, Beeswax was depressed to hear this, but she soon perked up when it occurred to her that she could do the same. And so it was that Rhodes Island recruited its first </span></span></span></span></span></span><span><span><span><strong><span><span>5* Modal Caster</span></span></strong></span></span></span><span><span><span><span><span><span>, a fascinating young woman with incredible powers of </span></span></span></span></span></span><span><span><span><strong><span><span>damage mitigation</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>enemy Blocking</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Many Operators are defined by their Traits, but few as much as Beeswax. Her Trait allows her to attack all enemies in her attack range, but only when one of her Skills is active. In return, it </span></span></span></span></span></span><span><span><span><span><em><span>massively</span></em></span></span></span></span><span><span><span><span><span><span> increases her DEF (+200%) and RES (+20) when a skill </span></span></span></span></span></span><span><span><span><span><em><span>isn’t</span></em></span></span></span></span><span><span><span><span><span><span> active. Don’t be fooled by her unimpressive base DEF compared to Defenders and Guards; with her Trait active, Beeswax has DEF on par with multiple Defenders. Her survivability is enhanced by her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Shambhala's Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes Beeswax to regenerate HP at an insane rate--though, like her DEF boost, it only activates while her Skills are </span></span></span></span></span></span><span><span><span><span><em><span>not</span></em></span></span></span></span><span><span><span><span><span><span> active.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>We’ve mentioned Beeswax’s Skills a few times now, so what do they actually do? Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Growing Sandstorm</span></span></strong></span></span></span><span><span><span><span><span><span>, buffs her ATK and increases her already-wide attack range even further. This Skill has great uptime, and between Beeswax’s high base ATK, Arts damage, and AoE attacks, she can sweep through enemies quite satisfactorily. For a more defensive angle, turn to her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Guardian Obelisk</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes a massive obelisk to erupt from a ground square within Beeswax’s range. Enemies in the area take massive Arts damage and are Stunned, and the obelisk remains afterwards for the duration of the Skill, Blocking 3 enemies and absorbing attacks. Of course, Beeswax will attack for the duration of the Skill as well.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Beeswax would be the first to admit that she’s not perfect. Her DP cost is a little high, and her ASPD is a little slow considering that she can only attack while her Skills are active. The temporary nature of her obelisk can also be a hassle in contrast to deploying a reliable Defender (although the obelisk does not take a deployment slot). These drawbacks are very real, but they don’t detract from Beeswax’s value as a steel wall who can be deployed on ranged grids. She’s perfect for drawing aggro from ranged enemies (Faust, anyone?) or for soaking damage on Challenge stages where ground Operators are banned. Bringing AoE Arts damage and a free Block-3 obelisk is just icing on the cake. Shielded by her unshakeable confidence and the protection of her homeland, Beeswax is an Operator to look out for.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Archetype: Does not attack normally. Only attacks when Skills are active, dealing AoE Arts damage to all enemies in range. Massively increased DEF (+200%) & RES (+20) when not attacking (Skill is not active)<br> + Great crowd control against groups of low weight enemies as she can keep them snared for the full duration of her skill<br> + A counter to enemies that deal heavy ranged physical damage and that you can't cover with a Defender<br></span> <span style="color:red;">- Her skills have a very limited range surrounding her, making it difficult to find good placement for some maps<br> - It takes significant investment(M3) to reach medium pull strength where she unlocks a lot of her power</span>Overview<p><span><span><span><span><em><span>“Ah, no, you can’t just touch my book, it will bite you. I’m not kidding, it’s for real. See, I usually tie it up like this.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Mint is a geology graduate from the Victorian Institute of Higher Learning, which causes other Operators to subconsciously compare her to fellow graduate Skyfire. However, Mint and Skyfire could not be more different. Mint is a quiet, curious, scholarly individual who prioritizes learning above all else. In fact, when she contracted Oripathy during an expedition, she showed no anxiety about becoming Infected and having to leave her home: instead, her biggest concern was whether the expedition she was on had brought back any valuable data! This intellectual mindset might be part of the reason she makes such a good </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Modal-Caster##null##cn##stats"><span><span><span><strong><span><span><span><span>Modal Caster</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, combining a major in </span></span></span></span></span></span><span><span><span><strong><span><span>survivability</span></span></strong></span></span></span><span><span><span><span><span><span> with a minor in </span></span></span></span></span></span><span><span><span><strong><span><span>Pulling enemies</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Modal Casters are a fascinating archetype. While they don’t have a Skill active, they do not attack, but gain +200% DEF and +20 RES, making them some of the most durable ranged units in Arknights. This can be considered their “defensive mode.” When they activate a Skill, they switch to an “offensive mode,” losing their defensive buffs but unleashing AoE attacks in a wide area around their position. Mint accents her two “modes” with her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Geologist</span></span></strong></span></span></span><span><span><span><span><span><span>: while in defensive mode, Mint gives a small </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##DEF-Support##stats"><span><span><span><span><span><span><span><span>DEF buff</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> to adjacent allies, spreading her durability to her teammates. In offensive mode, </span></span></span></span></span></span><span><span><span><strong><span><span>Geologist</span></span></strong></span></span></span><span><span><span><span><span><span> changes to make Mint less likely to be targeted by enemies. This is great, since offensive mode removes Mint’s defensive buffs, leaving her vulnerable to attack.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>So what Skills can Mint use to switch between her modes? First up is </span></span></span></span></span></span><span><span><span><strong><span><span>Wind Whispers</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases Mint’s attack range and increases her damage for the duration. With its high uptime and reliable damage buff, this is probably Mint’s more consistent DPS option. However, the more interesting Skill is </span></span></span></span></span></span><span><span><span><strong><span><span>Swirling Vortex</span></span></strong></span></span></span><span><span><span><span><span><span>, which grants a smaller damage boost but also causes Mint’s attacks to Pull enemies toward her! </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Shift-(Not-Pull/Pusher)##stats"><span><span><span><span><span><span><span><span>Non-Specialist Operators who can Shift</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> enemy positioning are very rare, and Mint is the first non-Specialist Operator who can Pull enemies rather than Pushing them. With good positioning, Mint can keep enemies trapped in her </span></span></span></span></span></span><span><span><span><strong><span><span>Swirling Vortex</span></span></strong></span></span></span><span><span><span><span><span><span> for several seconds, buying the rest of your squad plenty of time to react to their presence.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Mint’s academic brain isn’t the best fit for every circumstance. Her DP cost is a little high and her ASPD is a little slow, and the fact that she can’t attack while her Skills are on cooldown isn’t ideal on maps with consistent enemy reinforcements. Furthermore, Pulling enemies is a tricky business. It’s not useful on all maps, and Mint has a shorter range than Pulling Specialists, which can make her Pulls harder to utilize. Used poorly, </span></span></span></span></span></span><span><span><span><strong><span><span>Swirling Vortex</span></span></strong></span></span></span><span><span><span><span><span><span> can even move enemies closer to your base or out of DPS range, rather than stopping their advance. Even so, Mint’s ability to soak damage from a ranged grid can be invaluable (fighting Faust comes to mind), and her wide-range AoE Arts attacks are well worth the trouble they take to set up properly. Accept her for who she is and Mint is sure to reward your faith in her abilities. (Even if the “reward” is a weird rock left on your desk as a thank-you present.)</span></span></span></span></span></span></p> |
Caster Primal
B |
Explanation
Summary<span style="color:green;"> + S2: The additional damage is typed as Elemental, which bypasses enemy RES. It can be used as a source of additional pseudo-True damage when paired with a Ritualist.<br> </span><span style="color:red;"> - He is reliant on a Ritualist to be anything particularly notable, however the Ritualists rarely need his help to be effective, which leaves Diamante as a questionable use of team space.<br> - S1: Necrosis damage is applied after enemy RES since it is based on damage dealt. This makes him significantly less effective at the task than Valarqvin.<br> - Costs a very expensive 600 Red Certificates. Diamante would be questionable even if he were free.<br> </span>Overview<p dir="ltr"><strong>Credits: </strong> 25Night, another_mozhi</p> <p> </p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://twitter.com/ohyg3?t=AatQ8huGwF-dE_9rrpfCjQ&s=09">およ</a> </p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/13725/Daichi_Kanbara">Daichi Kanbara</a> </p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Primal##null##cn##stats">Caster [Primal]</a></p> <p><strong>Trait:</strong> Attack deals Arts Damage, can inflict elemental damage</p> <p><strong>Talent : </strong>When there is enemy that is in elemental burst in Diamante's attack range, Diamante's ATK increases. </p> <p><strong>Skill 1:</strong> Diamante's ATK increases, attack also inflict certain necrosis damage, if the target is within necrosis burst duration then additionally deal certain amount of elemental damage</p> <p> </p> <p><strong>Skill 2: </strong>Diamante's attack speed increases, attack 1 extra target; When attacking target within necrosis burst duration, additionally deal certain amount of elemental damage</p> |
Caster ST / Core Caster
S+ |
Explanation
Summary<span style="color:green;">+ E2 Talent: Gains 7-16 SP on deploy<br> + S3: Will blow up anything short of the very strongest enemies with 1 use<br> + S2: great consistent damage option<br> + AoE Caster damage at a lower ST Caster Deployment Cost<br></span> <span style="color:red;">- S3: short Duration and long cooldown can leave the team flat if she is the main source of damage</span>Overview<p dir="ltr"><em>"Why does there have to be conflict in this world?"</em></p> <p dir="ltr">The volcanology and natural disaster expert Eyjafjalla is a powerful <strong>single target Caster</strong> who can deal <strong>AoE damage</strong>. Her Oripathy infection, presumably due to research near volcanic areas and exposure to particles with Originium, impairs her hearing and other senses.</p> <p dir="ltr">Eyjafjalla’s fantastic kit can obliterate bosses and multiple targets alike. Her first skill, <strong>Duetto</strong>, is an <strong>Attack Speed</strong> Increase, which is also an <strong>ATK Increase</strong> after the first cast. <strong>Ignition</strong>, her second skill, lets her do great <strong>Area of Effect</strong> damage and decrease enemies’ Resistance. It does excellent consistent DPS to both single targets and groups, making it her most commonly used Skill. Her final Skill, <strong>Volcano</strong>, increases damage, range, attack speed, and number of targets by a considerable amount. It does extremely high damage, and can melt down groups and bosses alike. It's short duration and long cooldown, however, can leave you flat in between uses. To top off her amazing Skills, her Talent, <strong>Pyrobreath</strong>, buffs the ATK of all Casters on the field when she is deployed.</p> <p dir="ltr">Eyjafjalla has the Deployment Cost of a single target Caster with AoE Damage potential that rivals the best AoE Casters. This makes Eyj a strong Caster choice in almost all situations. Float this cute little Caster onto the battlefield and enjoy watching things melt!</p> |
S |
Explanation
Summary<span style="color:green;">+ Talent 1: deals additional Arts damage to the target based on a percentage of enemy DEF, making her even better at killing high DEF enemies, which is a strength of her Class<br> + Dynamic range of prioritization and utility offered by her 3 Skills makes her very adaptable to different situations.<br> + S1: good crowd control that prioritizes unblocked enemies and binds them<br> + S2: Vaporizes high DEF enemies by prioritizing them and decreasing Attack Interval<br> + S3: Good DPS Skill with a unique Caster ability changes damage to Physical, prioritizes low DEF, and disables enemy special abilities<br></span> = Talent 2: Increases her ATK and ASPD when there are no adjacent allies, a buff that can at times be difficult to activate<br> = Different strengths and utility than Eyjafjalla<br> <span style="color:red;">- S3: has a long cooldown and works counter to her Talent</span>Overview<p><span><span><span><span><span><span>Ceobe has a simple list of things she likes to do: eat well, drink well, sleep well, and beat up bad guys. Her disarming smile and sandy tresses are almost enough to distract from the armory of weapons she carries on her back, each one charged with elemental energy. This </span></span></span><strong><span><span>6</span></span></strong></span></span></span>★<span><span><span><strong><span><span> ST Caster</span></span></strong><span><span><span> hurls her various weapons into the fray to deal extreme </span></span></span></span></span></span><span><span><span><strong><span><span>Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>crowd-control</span></span></strong></span></span></span><span><span><span><span><span><span> her opponents. She is especially good at </span></span></span></span></span></span><span><span><span><strong><span><span>changing the enemies she targets</span></span></strong></span></span></span><span><span><span><span><span><span> based on what you need her to do.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Casters are already excellent counters to high-DEF enemies, and Ceobe takes this to a whole new level with her first Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Thresher</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases her damage by a percentage of her target’s DEF. She gets a further DPS boost from her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Lone Journey</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases her ATK and attack speed when she’s not adjacent to another ally. Her Skills give her a variety of options to use all this bonus damage with, and each has its own unique priority for the enemies it will target:</span></span></span></span></span></span></p> <ol> <li><span><span><span><strong><span><span>Really Cold Axe </span></span></strong></span></span></span><span><span><span><span><span><span>is an auto-trigger Skill that increases the damage of Ceobe’s next attack and causes it to Bind the target (stopping their movement). This attack prioritizes unblocked enemies where the Bind will be most effective, making it a good crowd-control option.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>Really Hot Knives </span></span></strong></span></span></span><span><span><span><span><span><span>is a manual Skill with great uptime that dramatically increases Ceobe’s attack speed and causes her to prioritize the highest-DEF enemies in her range. This Skill melts armored bosses like cotton candy in the desert sun.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>Really Heavy Spear</span></span></strong></span></span></span><span><span><span><span><span><span> is a manual Skill with a large SP cost but a correspondingly large effect. Ceobe’s ATK and attack range increase, her damage changes to physical, and her attacks Silence their targets (preventing special abilities). Since she deals physical damage with this Skill, she prioritizes the lowest-DEF enemies in range while it’s active, giving Ceobe an interesting hybrid niche amongst Casters. (Remember that her Talent is less effective against enemies with low DEF, however.)</span></span></span></span></span></span></li> </ol> <p><span><span><span><span><span><span>Finding an isolated deployment spot to activate </span></span></span></span></span></span><span><span><span><strong><span><span>Lone Journey</span></span></strong></span></span></span><span><span><span><span><span><span> can be difficult on some maps, and </span></span></span></span></span></span><span><span><span><strong><span><span>Thresher </span></span></strong></span></span></span><span><span><span><span><span><span>doesn’t give much bonus damage against enemies with low DEF. Despite this, Ceobe is an absolute wrecking ball at destroying high-DEF enemies, which is usually the most important task for a ST Caster to fulfill. Give her an inch (of space) and this cerberus-inspired weaponsmaster will take a mile (-long spear and ram it straight through her enemy’s thorax).</span></span></span></span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Levitate is one of the strongest forms of control since few enemies are immune to it. Few Operators can apply it, and Ho'olheyak also has a semi-consistent application.<br> + One of few units with the Weightless effect, and isn't reliant on skill activation. Ho'olheyak is usually favored for this when the target has high HP.<br> + S3: Consistent application of Levitate effect. Extended range is a rare utility in Casters.<br> + S2: Decent damage on a shorter cycle time than her S3.<br></span> <span style="color:red;">- S3: Tornados look like they are AoE but are actually each single target. Extremely long downtime. Damage drops off as enemies get closer, requiring more planning and thought than most other skills. Overall poor damage compared to other 6* Casters.<br> - S2: Heavy RNG (both on targeting and on the control) means inconsistent results.<br> - S1: Auto activation limits the ability to use the skill effectively.<br> - No in-built RES shred.<br> - Although she is often chosen over other Operators for the Weightless effect, the HP threshold heavily relegates that to more advanced scenarios.<br></span>Overview<p><span><span><span><em>“Immoral scientist, disloyal mercenary, double-crossing spy... yes, that's all me. Rules are what bar you from working to your full efficiency, darling, and you must learn to break them. That being said, I'm sure you have more to share with me for what little time we have alone together, other than the rules of Rhodes Island, I suppose?”</em></span></span></span></p> <p><span><span><span>Ho’olheyak. Former elite from Maylander Foundation. Possible descendant of the legendary K’uk’ulkans. Potential enemy of Rhodes Island. Unpredictable ally to the Doctor. Sly, slippery, and secretive, this snaky secret agent is undoubtedly joining Rhodes Island with ulterior motives in tow, but the allure of her four centuries of inherited memories and her Arts control over wind and rain is too much for most people to resist. She utilizes her stormy powers as a <strong>6* Core Caster</strong> with many unusual effects, including <strong>Silence</strong>, <strong>Levitation</strong>, <strong>Weightlessness</strong>, <strong>anti-air</strong>, and <strong>expanded attack range</strong> with unique projectiles.</span></span></span></p> <p><span><span><span>Right from her E1 Talent, <strong>Inherited End</strong>, Ho’olheyak starts displaying her exceptionalism. <strong>Inherited End</strong> gives Ho’olheyak bonus damage and a Silence effect when attacking flying targets. At E2, she adds <strong>Bygone Wings</strong> to this—a Talent that inflicts Weightless on all enemies within Ho’olheyak’s attack range as long as they are above a certain HP threshold. Weightless is a very rare effect, so Ho’olheyak’s access to it is quite special indeed.</span></span></span></p> <p><span><span><span>Her Skills are all quite different from the norm as well. <strong>In Search of Reason</strong> is an automatic Skill with charges that causes Ho’olheyak’s next attack to hit an extra target with increased damage. However, if only one enemy is in range to be attacked, the attack will also Levitate the target. <strong>Meandering Stars</strong> is a short-duration Skill that changes Ho’olheyak’s attacks into multiple randomly-targeted hits that each have a small chance to Levitate their target. <strong>Well-Read Ravings</strong> is her most visually impressive Skill: it increases her attack range and causes her attacks to summon three tornados in front of her that move forward, gaining increased damage as they move. Each tornado hits the first enemy it touches and launches them into the air with a Levitate effect. For all these Skills, note that Levitating enemies causes them to count as flying, triggering <strong>Inherited End’s</strong> bonus damage and Silence effect as Ho’olheyak continues to attack.</span></span></span></p> <p><span><span><span>Since Ho’olheyak is clearly intended to be a utility Caster, it’s strange that her utility is gated behind so many bizarre conditions. She can only Silence aerial enemies and she can only make enemies Weightless when they’re at high HP. <strong>In Search of Reason</strong> only Levitates if there’s exactly one enemy in her attack range, <strong>Meandering Stars</strong> hits random enemies and has a very low Levitate chance, and <strong>Well-Read Ravings</strong> slows down her attacks, limits her damage unnecessarily, and only hits the closest enemy in each row (despite looking like the attacks could be AoE). That doesn’t even begin to touch on her poor Skill cycling, her low overall damage, or the low duration on her various ailments.</span></span></span></p> <p><span><span><span>Despite all these flaws, Ho’olheyak still manages to sneak her way into various high-end strategies just because of how many effects she combines into one provocative package. Silence, Levitate, and Weightless all on one Operator is a surprisingly useful combination. As long as you can keep all her conditions in mind and manipulate them to get the ailments you need on a regular basis—in other words, as long as you can out-manipulate this master manipulator—then Ho’olheyak may indeed find herself being quite useful to you. (Unless, of course, that’s all part of her plan….)</span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Talent: Increased damage when attacking enemies with less than 40% HP.<br> + Great Arts damage potential under the right conditions with multi hit attacks<br> + S1: Infinite duration buff with a decent modifier and unique target prioritization that synergizes with her Talent.<br> + S2: high burst potential.<br></span> = Her niche is finishing off enemies that are already weakened<br> <span style="color:red;"> - S2 and Talent: Their conditions can be very limiting, especially for S2.<br> - She needs a team to be built around her to lower enemy HP in order to take advantage of her high damage potential</span>Overview<p><em>"Why do I keep my weapon right here? Didn’t I already tell you? You need to be able to work in peace, and anyone who wants to bother you is going to have to answer to my little friend first."</em></p> <p><span><span><span><span><span><span>One of the few survivors of the </span></span></span></span></span></span>Chernobog<span><span><span><span><span><span> Catastrophe, Absinthe was salvaged from the wreckage of the city by a Rhodes Island rescue team. Starving and skeletal when she was rescued, Absinthe has had a long road to recovery, but now that she’s back on her feet, she’s working for Rhodes Island as a </span></span></span><strong><span><span>5* ST Caster</span></span></strong></span></span></span><span><span><span><span><span><span>. Wielding a magical Arts firearm left behind by her father, Absinthe specializes in </span></span></span></span></span></span><span><span><span><strong><span><span>executing injured enemies</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The executions begin with Absinthe’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Enforcer</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives her bonus damage against enemies who are below 40% health. From there, her Skills take her down two different paths to the gallows. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Enforcement Mode</span></span></strong></span></span></span><span><span><span><span><span><span>, is a permanent buff that increases Absinthe’s ATK and changes her targeting so she always attacks the enemy with the lowest HP percentage in her range. This is an excellent general-purpose Skill, but it does take a long time to charge and activate. If you’d rather go all-out on executing the weak, go for her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Terminating Burst</span></span></strong></span></span></span><span><span><span><span><span><span>. While this Skill is active, Absinthe starts firing multiple shots at a time, all of which can benefit from her Talent! Unfortunately, while it’s active, Absinthe also stops targeting enemies who have more than half their health, so timing the usage of this Skill must be done with care….</span></span></span></span></span></span></p> <p dir="ltr"><span><span><span><span><span><span>Absinthe has good ATK and the bonus from </span></span></span></span></span></span><span><span><span><strong><span><span>Enforcer</span></span></strong></span></span></span><span><span><span><span><span><span> is quite large, so her damage output can be rather sizable. However, unlike most Casters, her damage output is tied to her target’s HP more than the activation of a particular Skill (especially with </span></span></span></span></span></span><span><span><span><strong><span><span>Terminating Burst</span></span></strong></span></span></span><span><span><span><span><span><span>). Sometimes this works in Absinthe’s favor—it certainly makes her useful against enemies with high HP or those that get stronger as their HP falls. However, sometimes you need on-command burst damage to combat a nasty wave of enemies, and Absinthe isn’t able to provide this. In those situations, it would be better to look to another Caster. However, if you can reliably get enemies into the HP range for Absinthe to pop off, you’ll find the numbers of Rhodes Island’s enemies shrinking by the shot.</span></span></span></span></span></span></p> <h3 dir="ltr"><span><span><span><span><span><span>More GIFs and Art</span></span></span></span></span></span></h3> <p dir="ltr"><span><span><span><span><span><span>See <a href="https://gamepress.gg/arknights/news/arknights-cn-new-operator-announcement-absinthe-skills-talent-art-gifs">this page.</a></span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ E2 Talent: Gain SP when you attack an enemy and when you kill an enemy<br> + S1: has very consistent uptime and good DPS if you E2 Amiya<br> + S2: damage is very strong when paired with ATK buffs<br> + S3: very strong boss killing Skill<br> + Free Operator with Potential guaranteed through story<br></span> <span style="color:red;">- S2 is unreliable with its auto activation and will be very slow to charge without E2<br> - S3 will forcibly retreat Amiya, making it only usable once on most maps</span>Overview<p dir="ltr"><em>“Doctor!”</em></p> <p dir="ltr">The de facto protagonist of the Arknights storyline and the player’s most stalwart assistant. For a free unit who is handed to you at the start of the game, Amiya is a surprisingly good 5★ Caster. In fact, she’s one of the better <strong>single-target DPS</strong> Casters in Arknights.</p> <p dir="ltr">Amiya’s unique Skills have the damage potential of nuclear bombs, but they also come with repercussions. <strong>Spirit Burst</strong> fires multiple attacks at random targets for a short time, but Stuns Amiya when the duration ends. The danger is that <strong>Spirit Burst</strong> is automatically activated, meaning you can’t control when Amiya goes on her rampage or when she becomes Stunned and stops attacking. <strong>Chimera</strong>, Amiya’s E2 Skill, is even more dramatic: Amiya gains a massive surge of HP and ATK, her range increases, and her attacks ignore DEF and RES. This is excellent for bursting down Elites and Bosses, since it is one of the few sources of “true” damage in Arknights. However, when the Skill duration ends, Amiya <em>retreats from the battlefield</em>, making <strong>Chimera </strong>a kamikaze move that must be used strategically.</p> <p dir="ltr">You may notice that the SP cost of Amiya’s Skills are very high. This is compensated by her E2 Talent, <strong>Emotional Absorption</strong>, which grants bonus SP when Amiya attacks or gets a kill. This also benefits Amiya’s Skill 1, <strong>Tactical Chant γ</strong>, an attack speed buff with a low SP cost. Players who don’t want the downsides of <strong>Spirit Burst</strong> or <strong>Chimera </strong>can keep <strong>Tactical Chant γ </strong>active through most of a fight due to Emotional Absorption.</p> <p dir="ltr">Knowing that Amiya can be a double-edged sword may warn some players away from using her at all. However, Amiya’s advantages are worth the risk. Since the game hands the player multiple copies of her throughout Story mode, she is both accessible and easy to increase in Potential. Furthermore, though many other Casters have utility that Amiya lacks, few come close to Amiya in DPS. When you need Arts damage, Amiya is not just the easiest-to-obtain option (you can’t get much easier than free and guaranteed!) but also one of the best.</p> <h3 dir="ltr">Potential Tokens</h3> <p dir="ltr">Amiya receives Potential Tokens when completing the following stages: 2-10, 3-8, 4-9, 6-17, 7-18</p> |
B+ |
Explanation
Summary<span style="color:green;">+ An aerial-focused Caster that can inflict Levitate on enemies<br> + Talent interacts positively with Levitated enemies<br> + S2 cycles quickly and inflicts Levitate on enemies for a long duration<br></span> = Heavy enemies will reduce the Levitate duration by half<br> <span style="color:red;">- S2's final explosion doesn't benefit from his Talent, as the Levitate ends before the explosion<br> - Low total damage hurts his viability, Qanipalaat is closer to a support unit than a core DPS option<br></span>Overview<p><span><span><span>Qanipalaat was born in the northern chiefdom of Sami, but he left his homeland in order to learn better control over his Originium Arts. Integrating into a modernized world far from his more rural homeland has been an uphill battle for Qanipalaat, but he has found making friends with other Rhodes Island Operators to be more than worth the effort. Not only does he tell his new friends stories and legends from his homeland, but he can fight alongside them as a <strong>5* Core Caster</strong> who can <strong>Levitate enemies</strong> and strike them with <strong>Arts Fragility in the air</strong>.</span></span></span></p> <p><span><span><span>There’s a clear direction for Qanipalaat’s kit, and it starts with his <strong>Tundra Survival</strong> Talent, which inflicts Arts Fragility on all aerial enemies within his attack range. From here, he has two options. His S1, <strong>Freezing Winds</strong>, is an ASPD buff that also causes Qanipalaat to prioritize aerial enemies. Aided by <strong>Tundra Survival</strong>, Qanipalaat can rack up a lot of Arts damage against incoming drones very quickly in this way. If his enemies are on the ground, however, the obvious answer is his <strong>Snowfall</strong> S2. <strong>Snowfall</strong> inflicts Levitate on multiple ground enemies—raising them into the air for several seconds so that <strong>Tundra Survival</strong> can affect them—and then slams those enemies down onto the ground, dealing heavy Arts damage to all enemies around the landing points.</span></span></span></p> <p><span><span><span>With anti-air Arts Fragility and a long-duration Levitate, Qanipalaat is an excellent utility unit. However, because he lacks direct damage, he is largely limited to a support role in battle. He has no ATK buffs or sustained damage-increasing abilities, and unfortunately, the Levitate on <strong>Snowfall</strong> is cancelled before the damage is inflicted (so he doesn’t get to take advantage of his own Arts Fragility). <strong>Snowfall</strong> also has low overall uptime, and don’t forget that the Levitate effect is halved against heavy enemies.</span></span></span></p> <p><span><span><span>These limitations can make it harder for Qanipalaat to pull his weight. But to his credit, he fills two interesting niches as a damage amplifier and an anti-air unit, while still bringing overall Arts damage and some stalling potential to the table. There are a lot of little ways Qanipalaat can help Rhodes Island, and this good-natured Operator is always eager to help.</span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Talent: Attacks lower enemy RES<br> + S2: short cool-down and decent duration gives her nice consistent damage<br></span> <span style="color:red;">- S2: 75% decreased HP means she is very likely to get 1-shot if anything hits her<br> - You can have similar DPS in Amiya but without the HP penalty</span>Overview<p dir="ltr"><em>“Hello, I’m Hazel. I like relaxing work environments and employers who know not to bother me with questions.”</em></p> <p dir="ltr">A white-furred Feline with a dark wardrobe and a darker past, Haze takes her codename from the dark fog she is able to generate around her foes. Utilizing this fog as a weapon, she acts as a <strong>DPS</strong>- and <strong>Debuff</strong>-focused Caster unit on the battlefield. She occupies a unique niche as a <strong>RES-debuffer</strong>, <a href="https://gamepress.gg/arknights/gameplay-basics/arknights-mechanics-behind-numbers-damage-formula">multiplying the effectiveness</a> of the other Arts damage dealers in your team.</p> <p dir="ltr">Haze is most noteworthy for her Talent, <strong>Black Mist</strong>, which reduces the RES of any enemy she hits for 1 second, buffing the DPS of your Arts Damage dealers. Her second Skill, <strong>Crimson Eyes</strong>, gives her an ATK and ASPD boost for a good duration with a decent cooldown. This results in additional direct DPS, as well as increased up-time of <strong>Black Mist</strong>. Pay attention, however: <strong>Crimson Eyes</strong> also slashes Haze’s max HP for the duration, leaving her extremely vulnerable to ranged attacks.</p> <p dir="ltr">Unfortunately, there isn’t always room for Haze in your lineup. Haze is at her best when your team contains multiple sources of Arts damage AND there are enemies with high RES that are worth debuffing. Many Doctors will choose to raise free 5* Caster <a href="https://gamepress.gg/arknights/operator/amiya">Amiya</a> instead, who has an easier time pulling her weight on a variety of maps. However, Haze is cheaper to raise than Amiya, and Amiya’s Skills can be hard to use. If you’re not a fan of Amiya, or if your strategies tend to revolve around deploying lots of Arts Operators, then Haze might be the perfect Caster for your needs.</p> |
C+ |
Explanation
Summary<span style="color:green;">+ Great skill up-time and high damage multipliers on her S2 and Talent<br> + S2: Potential to constantly stun slow attacking enemies and reset their attacks<br></span> = A niche ST Caster that deals heavy physical close-range damage with her Skills<br> <span style="color:red;">- The reduced range on Skill use is extremely limiting<br> - S2 effect is RNG based and can cause problems if you are relying on her for DPS or Stuns</span>Overview<p dir="ltr"><span><span><span><span><em><span>“She could draw people to look directly into her eyes and wouldn't close her eyelids until the blazing flames dried them. That’s probably the type of shining person Gavial is. Oh yeah, I read that description earlier from a book, I thought it was good so I memorized it to use it myself later. It’s still appropriate in this situation, right?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Tomimi considers herself Gavial’s best friend and biggest admirer, and when Gavial disregarded her pleas and went to join Rhodes Island, Tomimi decided to take drastic measures to keep her friend at home. Fortunately, the rocket launcher was unsuccessful, and so Tomimi changed her strategy: if you can’t beat ‘em, join ‘em! Now Tomimi works at Rhodes Island as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=ST-Caster##null##stats"><span><span><span><strong><span><span><span>ST Caster</span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, transforming into a </span></span></span></span></span></span><span><span><span><strong><span><span>physical DPS unit whenever she activates her Skills</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The most distinctive feature of Tomimi is her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Arts of the Wild</span></span></strong></span></span></span><span><span><span><span><span><span>. When Tomimi activates a Skill, this Talent changes her attack range, her attack type to Physical, and her ATK stat to “enormous.” Tomimi’s base ATK is nothing special, but at E2 with max Potential, her ATK more than doubles during a Skill, giving her one of the highest ATK stats in the game. So what do her Skills bring to the table? Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Tribe Skill</span></span></strong></span></span></span><span><span><span><span><span><span>, is simply a massive ASPD buff; in conjunction with </span></span></span></span></span></span><span><span><span><strong><span><span>Arts of the Wild</span></span></strong></span></span></span><span><span><span><span><span><span>, Tomimi can crack skulls in record time. Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Protection Plan for Gavial</span></span></strong></span></span></span><span><span><span><span><span><span>, is more of a grab-bag. While active, each of Tomimi’s attacks has a chance to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##Stun##stats"><span><span><span><span><span><span><span>Stun</span></span></span></span></span></span></span></a><span><span><span><span><span><span> the target, deal bonus damage, or inflict splash damage on nearby enemies. Both Skills have quick charge times and respectable uptimes, which is important for maximizing Tomimi’s DPS.</span></span></span></span></span></span></p> <p dir="ltr"><span><span><span><span><span><span>A Caster who turns into a physical fighter is certainly an interesting change of pace, and Tomimi’s strong personal buffs allow her to dish out some impressive burst damage. She’s not ideal for all situations, though. Her DP cost is a little high, and since she is deployed on ranged grids and can’t Block, other Operators must be used to keep enemies in her small skill range. </span></span></span></span></span></span><span><span><span><strong><span><span>Protection Plan for Gavial</span></span></strong></span></span></span><span><span><span><span><span><span> is also unpredictable: it can trigger splash damage on a single target or deal bonus damage when you really needed the Stun instead. Perhaps the biggest question is: why use Tomimi when there are so many other Operators who can provide more reliable melee physical damage? The practical answer is, “Because Tomimi is a welfare Operator who can provide heavy physical damage from a Ranged grid.” The </span></span></span></span></span></span><span><span><span><span><em><span>real</span></em></span></span></span></span><span><span><span><span><span><span> answer is, “Because a crocodile hitting a slug with a stick is funny.”</span></span></span></span></span></span></p> |
C |
Explanation
Summary<span style="color:green;">+ Talent: Prioritize attacking enemies with the highest Defense<br> + Decent single target Caster who will always go for high DEF first<br> + Good when overwhelmed by mobs hiding a tank, or when you want to take down a high-DEF drone, since he will target them first<br> + Good Skill <br></span> <span style="color:red;">- Everyone gets Amiya, who is a good single target Caster that needs to be promoted eventually to progress.</span>Overview<p><span><span><span><span><em><span>“Caster Steward reporting in. I’m glad to be working with you.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Guide, servicer, and part-time model (no, seriously, check his bio), Steward isn’t one to shy away from a challenge. In fact, this is his biggest advantage on the battlefield. Steward looks like an ordinary </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> Caster at first glance, but his Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Armor Break</span></span></strong></span></span></span><span><span><span><span><span><span>, inspires him to specifically </span></span></span></span></span></span><span><span><span><strong><span><span>target the highest-DEF enemy </span></span></strong></span></span></span><span><span><span><span><span><span>in his range. This is valuable because Arts damage ignores DEF, and so high-DEF targets are usually the ones you want your Casters to attack first.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Steward’s kit is beautifully simple. His </span></span></span></span></span></span><span><span><span><strong><span><span>Armor Break</span></span></strong></span></span></span><span><span><span><span><span><span> Talent gives him a passive ATK buff and inspires his unique A.I. targeting. Then, every few seconds, his </span></span></span></span></span></span><span><span><span><strong><span><span>Power Strike α</span></span></strong></span></span></span><span><span><span><span><span><span> Skill automatically amps up the damage of his next strike. Together, this means his DPS is quite a bit higher than his base ATK power would suggest, and his A.I. means he’s usually going to be leveraging it on the best targets in his range.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Targeting alone does not a strong Caster make, however. You can make any Caster target a high-DEF enemy simply by killing everything else first. Steward’s unique A.I. is usually only important when a high-DEF enemy (i.e., an armored drone) sneaks up to you amidst a bunch of other foes, and you need that enemy to die right away. In most other cases, Steward’s limited potential (as a 3* unit, he lacks an E2 promotion) makes other Casters a stronger choice. However, when his specialty is needed, he can be quite uniquely useful to your strategy.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Plus, who doesn’t want that killer smile in their lineup? No wonder he’s a model!</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Talent: When equipped with Skill 1, gains Physical and Arts Dodge, when equipped with Skill 2, gains ATK<br> + Can be very effective in a Slow stacking team<br></span> + A very unique Caster that acts as an attacking pseudo-Medic with S1, or a higher damage Slower Supporter with S2<br> <span style="color:red;">- Requires high Skill levels to become dependable, which is hard to justify for such a niche Operator<br> - S2 is auto-activation, which is extremely limiting for a skill where timing its use is so important (especially considering its charge time). It also has anti-synergy since slowing the enemies movement reduces the True damage dealt.<br> - S1: The Dodge is interesting, but there are much better options for ranged/caster tanks. Also, pure healing becomes less important in challenging content, so her hybrid nature will rarely be a better choice than a strong utility medic.</span>Overview<p dir="ltr"><em>“Stare deeply into my eyes. Feeling sleepy, aren’t you? Hehe… Now, how about you tell me where Rhodes Island stores its “Originium”?”</em></p> <p dir="ltr">An Operator suffering from Multiple Personality Disorder, whose aggressive “Nightmare” personality often hides behind the meek-mannered “Gloria.” “Nightmare” is the source of her codename, as well as the primary user of her Arts, which combine <strong>DPS</strong>, <strong>Healing</strong>, and<strong> Slow</strong> utility into one eccentric package.</p> <p dir="ltr">The key to effectively utilizing Nightmare is understanding her two very different Skills.</p> <ol> <li dir="ltr"> <p dir="ltr">Her Skill 1 is<strong> Drain Soul</strong>, which causes her regular attacks to also heal nearby allies for part of the damage dealt. If a little more healing is required, but not a lot, this Skill may allow the player to use Nightmare instead of a Medic, thus satisfying the healing needs while at the same time increasing overall team damage. While using this Skill she also gains a good amount of Dodge, opening possibilities of using her as a ranged damage soak. Unfortunately, this Skill has a high cooldown and a long initial charge time, so it must be prepared well in advance and can’t be used too often. Better overall options exist for the ranged tank role, and pure healing becomes less effective toward end game content compared to healers that can bring other utility as well.</p> </li> <li dir="ltr"> <p dir="ltr">Her Skill 2 is <strong>Night Phantom</strong>, which inflicts the unique Nightmare debuff on enemies. This debuff Slows targets and deals True damage based on how far each target moves over the debuff’s duration. <strong>Night Phantom</strong> is particularly strong against fast-moving enemies and can be useful against enemy tanks. It also stacks with other common "sluggish" type slows, increasing its effectiveness for slowing strategies. The drawback is that the debuff requires targets to be moving, and reduces it's own damage potential by slowing the target. It does absolutely nothing to targets being blocked. This means skill-timing is very important to its effectiveness, which is extremely hampered by the activation being auto (so it can't be manually timed).</p> </li> </ol> <p dir="ltr">Nightmare should be considered a hybrid support Operator rather than filling the role of main DPS or healing unit. She has better base damage than Supporter Slowing units, but her utility options are harder to utilize. When deployed cleverly, she can be helpful, but her strengths are a bit too niche for her to be included in most teams.</p> |
D |
Explanation
Summary<span style="color:green;">+ Cheap to develop and deploy<br> + Talent: high innate Arts Dodge<br></span> <span style="color:red;">- low damage</span>Overview<p><span><span><span><span><em><span>“What time is it...? You see, I don't work mornings, noons, afternoons, or nights...”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>The narcoleptic Durin is allegedly an Arts prodigy but has never been able to stay awake long enough to realize her potential. A </span></span></span></span></span></span><span><span><span><strong><span><span>2* Starter Caster</span></span></strong></span></span></span><span><span><span><span><span><span>, she uses the power of the earth to attack her foes with </span></span></span></span></span></span><span><span><span><strong><span><span>Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a 2* Operator, Durin has no Skills and cannot promote. She does gain the </span></span></span></span></span></span><span><span><span><strong><span><span>Lucky Lass</span></span></strong></span></span></span><span><span><span><span><span><span> Talent at level 30, which gives her an enormous amount of Arts Dodge. Combined with her innate RES, Durin can be a surprisingly good early-game option for tanking enemy Casters.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Without promotion gains or Skills, Durin has a tough time competing with free 5* Caster Amiya for a roster spot, let alone other Casters the player may pull. Her biggest selling point is probably her low DP cost, making her a cheap source of Arts damage for maps with limited DP. Such maps are rare, however, so most Doctors prefer to let Durin sleep peacefully in the base rather than disturb her with battles.</span></span></span></span></span></span></p> <p> </p> |
Defender Arts Protector
A- |
Explanation
Summary<span style="color:green;">+ Talent: Moderate chance to reduce RES for a few seconds on his attacks<br> + Talent: Gains a large ASPD and ATK boost in IS2<br> + S1: Good skill uptime. Decreases his attack interval and attacks hit multiple targets (equal to his block count) for the skill duration. Offers an additional bit of survival with a boost to max HP.<br> + S2: Great damage with increased range. Synergizes well with his trait to reduce enemy RES.<br> + A DPS/Blocker hybrid that can put out some decent Arts damage.<br></span> <span style="color:red;">- Much less tanky then other Arts Protectors. Lacks mitigation to support the blocking side of the hybrid role.<br> - Misses out on a significant amount of power when not used in IS2<br> - S2: lacks any defensive bonuses. Without a healer, he will die at the end of his skill duration due to the HP loss over time.<br></span>Overview<p><span><span><span><span><span><span>Shalem was a member of the Crimson Troupe back in the day—the same troupe that Phantom was a part of and the same troupe that the Doctor is fighting against in Integrated Strategies #2. If you’ve stepped foot into the IS#2 mode, it shouldn’t surprise you to know that the Crimson Troupe did a lot more than acting… and that they didn’t accept failure in their members. When Shalem failed to complete an assassination mission, he was forced on the run from the Crimson Troupe, which brought him to Rhodes Island as the first </span></span></span></span></span></span><span><span><span><strong><span><span>5* Arts Protector Defender</span></span></strong></span></span></span><span><span><span><span><span><span> who is </span></span></span></span></span></span><span><span><span><strong><span><span>focused on IS#2</span></span></strong></span></span></span><span><span><span><span><span><span>, bringing </span></span></span></span></span></span><span><span><span><strong><span><span>high burst damage</span></span></strong></span></span></span><span><span><span><span><span><span> and a </span></span></span></span></span></span><span><span><span><strong><span><span>RES debuff</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Shalem’s E0 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Land of Memories</span></span></strong></span></span></span><span><span><span><span><span><span>, immediately tells you that he’s built for IS#2 mode, as it grants him an ATK and ASPD buff on IS#2 stages. His E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Proclamation of Doom</span></span></strong></span></span></span><span><span><span><span><span><span>, is more general-purpose, giving each of Shalem’s attacks a chance to inflict a RES debuff. This is useful for the team in general but also for Shalem in particular—as an Arts Protector Defender, he deals Physical damage normally but Arts damage when his Skills are active.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>With </span></span></span></span></span></span><span><span><span><strong><span><span>Rapid Onslaught</span></span></strong></span></span></span><span><span><span><span><span><span>, his S1, Shalem increases his own max HP and ASPD and attacks multiple enemies equal to his Block count. Gaining durability and damage in the same Skill is nice, but you can throw caution to the winds with his S2 instead: </span></span></span></span></span></span><span><span><span><strong><span><span>Carnival of Self-Immolation</span></span></strong></span></span></span><span><span><span><span><span><span>. Not only does it have a hardcore name, but also a hardcore effect: Shalem starts losing HP every second in exchange for attacking multiple units with ranged Arts blasts over an increased attack range. </span></span></span></span></span></span><span><span><span><strong><span><span>Carnival of Self-Immolation</span></span></strong></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><em><span>will</span></em></span></span></span></span><span><span><span><span><span><span> kill Shalem from full health if he doesn’t get healed. It should also kill most enemies within its range, especially once the RES debuff from </span></span></span></span></span></span><span><span><span><strong><span><span>Proclamation of Doom</span></span></strong></span></span></span><span><span><span><span><span><span> gets applied.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite being a Defender, Shalem is a very offense-focused unit. He isn’t very durable on his own and even </span></span></span></span></span></span><span><span><span><strong><span><span>Rapid Onslaught</span></span></strong></span></span></span><span><span><span><span><span><span>’s HP boost doesn’t change that. But is his offense worth investing in? Well… in IS#2, the </span></span></span></span></span></span><span><span><span><strong><span><span>Land of Memories</span></span></strong></span></span></span><span><span><span><span><span><span> buffs make him quite powerful, and even outside of IS#2 he can be useful for his RES debuff and ranged burst. Be aware, however, that Shalem needs to be E2 to get the full benefits from </span></span></span></span></span></span><span><span><span><strong><span><span>Land of Memories</span></span></strong></span></span></span><span><span><span><span><span><span>. That’s a lot of investment for a power spike you’ll only see in one game mode—especially when it doesn’t even make Shalem top-tier for said game mode. It </span></span></span></span></span></span><span><span><span><span><em><span>does</span></em></span></span></span></span><span><span><span><span><span><span> make him pretty strong, though, especially early in IS#2 runs, where his multi-target Arts Skills can wreak utter havoc on the enemy.</span></span></span></span></span></span></p> <p dir="ltr"> </p> |
B+ |
Explanation
Summary<span style="color:green;">+ Trait: Attacks deal Arts damage when a Skill is active<br> + Talent: Increased RES. When attacked by an Arts normal attack, recover SP to self<br> + A good counter to Arts damage enemies as she has some of the highest base RES and best mitigation Skills for a Defender in the game. When paired with Nightingale can hit the RES cap of 95% Arts damage reduction.<br> + Great skill uptime, especially when fighting Arts damage enemies<br> + S2: A solid source of Arts damage with a huge AoE range<br></span> <span style="color:red;"> - Many of her benefits are negated when not facing Arts damage<br> - While her DEF is not bad, a full DEF focused Defender will be more survivable for most maps</span>Overview<p dir="ltr"><em>"Friends? Who the hell needs those? My life goal here is to just be an absolute jerk to everyone. So, best not try to get chummy with me, since I’m not gonna return the favor. Rather, how ‘bout we go out for a drink instead? Give it to me straight."</em></p> <p><span><span><span><span><span><span>FIRE IN THE… shield?! Introducing the most unusual shield (for now) in Arknights, as well as its foulmouthed wielder, Asbestos! While this shield may look more like an unused character from “</span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/The_Brave_Little_Toaster"><span><span><span><span><span><span><span><span>The Brave Little Toaster</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>” than a piece of battle gear, rest assured that it’s more than capable of doing its job on the battlefield. So is Asbestos herself, a former explorer who has joined Rhodes Island as a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Arts DPS Defender</span></span></strong><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>terrific Arts mitigation</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Arts DPS</span></span></strong></span></span></span><span><span><span><span><span><span> capabilities.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In fact, not only does Asbestos mitigate Arts damage, she </span></span></span></span></span></span><span><span><span><span><em><span>thrives</span></em></span></span></span></span><span><span><span><span><span><span> on Arts damage. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Moist Skin</span></span></strong></span></span></span><span><span><span><span><span><span>, increases her RES and generates SP whenever she gets hit by an Arts attack. Combined with her innate RES and high base HP, Asbestos can shrug off enemy Arts like a light spring rain. She’s not afraid to return fire with her own Arts damage either—as an Arts DPS Defender, Asbestos’ attacks deal Arts damage whenever one of her Skills is active. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Resilient Mode</span></span></strong></span></span></span><span><span><span><span><span><span>, blocks the next Arts attack Asbestos would take and reduces damage from subsequent Arts attacks taken while the Skill is active, making her even more durable against enemy Casters. But it’s Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Thermal Power Mode</span></span></strong></span></span></span><span><span><span><span><span><span>, that her opponents really need to watch out for, since it makes Asbestos’ attacks stronger (albeit slower), longer-range, and AoE. It also grants her a DEF buff, just for fun. </span></span></span></span></span></span><span><span><span><strong><span><span>Thermal Power Mode</span></span></strong></span></span></span><span><span><span><span><span><span> is also notable for its decent uptime, especially with the SP generation from </span></span></span></span></span></span><span><span><span><strong><span><span>Moist Skin</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p dir="ltr"><span><span><span><span><span><span>Enemies have a lot to fear from Asbestos’ shield, but there are some chinks in her armor that can be an issue. Like other Arts DPS Defenders, Asbestos suffers from a high DP cost and mediocre attack speed. More uniquely, Asbestos also suffers when there is no Arts damage on the enemy team. Her Talent and Skill 1 become mostly useless if Asbestos isn’t taking Arts damage, and charging </span></span></span></span></span></span><span><span><span><strong><span><span>Thermal Power Mode</span></span></strong></span></span></span><span><span><span><span><span><span> takes a lot longer if her Talent isn’t generating SP. Even at her worst, however, Asbestos is still a powder keg who can Block-3, soak damage, and incinerate enemies en masse with that unholy combination of an oven, an ATM, and a vending machine that she calls a shield. What’s not to love, really?</span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ An Arts defender with a focus on counterattack damage.<br> + Talent: built in arts counterattack that is always active<br> + Effective in situations with fast attacking arts damage enemies.<br> + S2: Pairs well with his passive talent to boost counter attack damage and taunt enemies. The burst can deal a large burst of damage when stacked up.<br></span> <span style="color:red;">- S2: Lacks RES or DEF buffing which can leave him vulnerable against harder hitting enemies. The burst damage of the skill can be hard to control.<br> - Enemies that deal arts damage often have higher arts resistance and slower attack speeds.<br> - His counterattack only triggers against arts damage when most other options work against all enemies.<br></span>Overview<p><span><span><span>Czerny is a famous and much-loved musician in Leithania, but the opinions of the public mean little to him—both positive and negative. While Czerny seems charismatic and easygoing at first glance, he has quickly become the scourge of the Rhodes Island health department, as he neglects little things like “food” and “sleep” to keep composing at all hours, no matter how many dire warnings the infirmary technicians give him. Perhaps it’s appropriate, then, that his fighting style is that of a <strong>5* Arts Protector Defender</strong> who <strong>taunts his enemies</strong> into attacking him and responds with <strong>Arts counterattack damage</strong>, completely disregarding his own safety.</span></span></span></p> <p><span><span><span>As an Arts Protector, Czerny’s Trait is dealing Arts damage with his attacks while his Skills are active. However, he also does Arts damage with his Talent, <strong>Reverberation</strong>, which causes him to deal Arts damage back to any enemy that hits him with an Arts attack (and also gives him passive bonus RES). Reverberation synergizes particularly well with his S2, <strong>Astounding Performance</strong>, which increases Czerny’s Taunt level, forcing most enemies to target him if he is within their range. Each hit Czerny takes increases his ATK for the duration—powering up his Reverberation counters—and when the Skill ends, Czerny does AoE Arts damage around himself. This can be a powerful burst if Czerny takes enough hits during the duration, and if he gets <strong>Reverberation</strong> counters off at the same time, the overall DPS can be quite good.</span></span></span></p> <p><span><span><span>Czerny’s kit leads him to fill an obvious niche on a team, but situations where you’ll need this niche are rare. He does best when there is a lot of Arts damage on a stage (there usually isn’t) and it’s even better when the enemies have high ASPD to build <strong>Astounding Performance</strong> stacks (they usually don’t). The taunt and end-of-Skill burst from <strong>Astounding Performance</strong> still work against Physical enemies, but he won’t get off <strong>Reverberation</strong> counters. Similarly, he can still taunt and counterattack slow-acting Arts enemies, but he won’t get as impressive a burst out of <strong>Astounding Performance’s</strong> finale. </span></span></span></p> <p><span><span><span>While his musicality is magnificent, Czerny isn’t that noteworthy on the battlefield unless you can put his entire kit to work at once. In many cases, if you’re looking for an Operator who can survive Arts damage, there are usually other options that can do Czerny’s job while also bringing more to the table for non-Arts situations (i.e., Guardian Defenders). Even so, Arts damage reflection and Taunting—especially at the same time—is an interesting combination of utility that a creative Doctor might find unexpected uses for. (Just don’t be surprised if your Medics go on strike and refuse to keep healing after working with him for a while.)</span></span></span></p>
Explanation
Summary<span style="color:green;">+ Trait: When Skills are active, attacks do Arts damage<br> + 15 base RES<br> + A DPS Defender (rare) with high base ATK<br> + Very easy to obtain and max potential from purchase with Friend Credits<br></span> <span style="color:red;">- For a Defender, has extremely low DEF, high Deployment Cost, and long Attack Interval<br> - No team utility other than DPS</span>Overview<p><span><span><span><span><em><span>“Ah, shoot, I'm out of popcorn.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>As Dur-Nar is a connoisseur of both food and fashion, Rhodes Island Operators rely on her to find their favorite snacks, especially ones that are out of season or out of stock. (They may also depend on her to give Orchid a run for her money in the “sweet hat” department.) More importantly, they rely on her on the battlefield, where she is fielded as a </span></span></span><strong><span><span>4</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Normal Defender</span></span></strong><span><span><span> Operator… one who, unusually, focuses on </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and dealing Arts Damage rather than on defense.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>A lot of Dur-Nar’s power stems from her Trait: while her Skills are active, her normal attacks deal Arts damage instead of physical damage. Her Skills play to this by enhancing her ATK: in particular, her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Shielded Counterattack</span></span></strong></span></span></span><span><span><span><span><span><span>, not only offers a large ATK boost but also causes her to attack a number of enemies equal to her Block count (like an AoE Guard). As a Defender, Dur-Nar can Block-3 by default, so with this Skill active, she can tear through a wave of enemies in no time flat. Because AoE Guards take a lot of investment before they can Block-3, Dur-Nar can be an excellent unit for early-game players who lack AoE damage.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Unfortunately, this power comes at a price. Dur-Nar has no damage-mitigating Skills or Talents, and her HP and DEF are unimpressive for a Defender (though she does have some RES to compensate). Her ATK is very high for a Defender, but still lower than pure DPS units (i.e., equivalent-rarity Guards). She also has a high DP cost, and her Attack Interval is slower than Defenders or AoE Guards, which reduces her DPS potential. Finally, her Skill 2 only charges SP when she is attacked by enemies, so it doesn’t charge between enemy waves, which can be an issue when her damage relies upon her Trait so heavily. It’s a lot of weaknesses to surmount, but consider the benefit: an AoE Arts damage Operator who can Block-3 at base level and be deployed on ground squares! Especially on stages where Casters are banned or ranged squares are in short supply, Dur-Nar can be well worth her drawbacks.</span></span></span></span></span></span></p> <p> </p> |
Defender Duelist
A+ |
Explanation
Summary<span style="color:green;">+ Extremely high ATK and HP compared to other Defenders<br> + A strong for dueling powerful enemies<br> + S2: Very long Stun<br> + S3: Eunectes becomes a huge stat stick monster with powerful HP regen on top <br></span> <span style="color:red;">- Block-1, so she wont function well in the same positions as your typical Defender<br> - Very expensive to deploy<br> - Eunectes only gains SP when blocking, meaning she can't charge up her skills in between rounds and needs advanced set up for bosses and tougher enemies</span>Overview<p><span><span><span><span><span><span>Eunectes is one of the many fans of Lancet-2’s dour, self-deprecating personality, to the point where her goal in joining Rhodes Island is learning to build more “talking machines.” Lancet-2 is a machine who often doubts her own worth, but she should take heart: recruiting Eunectes to Rhodes Island’s side is the achievement of a lifetime. Eunectes is a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Duelist Defender</span></span></strong></span></span></span><span><span><span><span><span><span> whose powers of </span></span></span></span></span></span><span><span><span><strong><span><span>survival</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>crowd-control</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>boss-killing</span></span></strong></span></span></span><span><span><span><span><span><span> must be seen to be believed.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Right off the bat, Eunectes breaks the Defender mold with her Traits: she can only Block-1, instead of 3 like most Defenders, and her [Per Second] Skills </span></span></span></span></span></span><span><span><span><span><em><span>only</span></em></span></span></span></span><span><span><span><span><span><span> charge when she’s blocking. A Defender who can only Block-1?! What is this madness? Oh, just you wait and see.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Eunectes boasts extremely high HP and ATK stats for a Defender, and her HP is the key to her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Peerless Bravery</span></span></strong></span></span></span><span><span><span><span><span><span>. When Eunectes is above 50% HP, </span></span></span></span></span></span><span><span><span><strong><span><span>Peerless Bravery</span></span></strong></span></span></span><span><span><span><span><span><span> increases her damage; when she falls below 50% HP, she loses the damage buff and gains the defensive </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##Shelter##stats"><span><span><span><span><span><span><span><span>Shelter</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> buff instead. Her passive Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Tomahawk</span></span></strong></span></span></span><span><span><span><span><span><span>, is a permanent ATK and DEF buff, but it’s much less impressive than her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Menacing Slash</span></span></strong></span></span></span><span><span><span><span><span><span>. For the price of a slower attack interval, </span></span></span></span></span></span><span><span><span><strong><span><span>Menacing Slash</span></span></strong></span></span></span><span><span><span><span><span><span> gives Eunectes a titanic ATK buff and causes her to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Stun##stats"><span><span><span><span><span><span><span><span>Stun</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> any target she Blocks for the </span></span></span></span></span></span><span><span><span><span><em><span>entire</span></em></span></span></span></span><span><span><span><span><span><span> duration of the Skill. And yet… that’s still less impressive than her Skill 3, </span></span></span></span></span></span><span><span><span><strong><span><span>Iron Will</span></span></strong></span></span></span><span><span><span><span><span><span>, where Eunectes calls out her pride and glory: a mechanical monster made from recycled parts and piloted by her pet parrot (yep, you read that right). Protected by her </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Gundam</span></span></span></span></span></span></span></span><span><span><span><span><span><span> giant robot, Eunectes gains illegal amounts of ATK and DEF, a </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Block-Count-Up##stats"><span><span><span><span><span><span><span><span>Block +2 buf</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>f, and constant </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Self-Heal##stats"><span><span><span><span><span><span><span><span>HP regeneration</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>. Eunectes will be Stunned for a few seconds when the Skill ends, but since she will have killed everything around her at that point, it probably won’t be a huge deal.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Let’s be honest: Eunectes technically has flaws. She can’t fill a Defender’s usual Blocking role, her DP cost is exorbitant, she can only gain SP while blocking, and self-Stunning after her S3 can be an issue. However, in practice, she’s such a massive block of stats that these flaws won’t always matter. She’s specifically designed to crush low-volume lanes and take down bosses—the most powerful enemies Arknights has to offer—shattering their spines with one punch. It’s hard to say no to that kind of overwhelming power!</span></span></span></span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Duelist Defender that can either tank or deal heavy damage to Frozen targets<br> + Talent: Gains a large amount of HP regeneration when her skill isn't active and SP is under half. Along with her good DEF this makes her very survivable. Not attacking means she won't kill what she is blocking, making it easier to charge her skills.<br> + S1: Turns Aurora into a very tanky 3 block defender with Status Resistance for a moderate duration.<br> + S2: Deals huge damage with great multipliers. The damage per hit can be incredibly high. Synergizes well with operators that can Freeze to set her up to expend skill charges. Skill uses ammo with a low SP cost, so it can be used more flexibly.<br></span> <span style="color:red;">- Talent: Block-1 along with not attacking make it easy for her to leak enemies<br> - S1: There are many options for 3 block defenders, creating a lot of competition for the role. Her self stun and 1 block when skills aren't active can be a big issue.<br> - S2: Without other operators to Freeze enemies for her, she will miss out on most of the Skills potential damage since she has to Freeze the enemies first.<br></span>Overview<p><em>"Doctor, have you ever seen the aurora? When I was a student, I saw it just once in the northernmost tundra. It was very soon after I got sick, and I had to say goodbye to the survey group. If I can ever go back... would you come see the aurora with me?"</em></p> <p><span><span><span><span><span><span>Aurora went from a normal, healthy civilian to an Infected in the span of one terrible accident. It’s a bitter pill to swallow, but Aurora has been surprisingly resilient over the matter. She was able to come to Rhodes Island immediately for treatment, and she had no trouble settling in, sketching out plans for an iron piledriver that she could use for combat, and joining the frontlines as the first </span></span></span></span></span></span><span><span><span><strong><span><span>5</span></span></strong></span></span></span><span><span><span><span><span><span>★</span></span></span></span></span></span><span><span><span><strong><span><span> Duelist Defender</span></span></strong></span></span></span><span><span><span><span><span><span>. In keeping with her indomitable Kjerag spirit, Aurora’s plan is simple but effective: </span></span></span></span></span></span><span><span><span><strong><span><span>heal herself</span></span></strong></span></span></span><span><span><span><span><span><span>, then </span></span></span></span></span></span><span><span><span><strong><span><span>Freeze her enemies</span></span></strong></span></span></span><span><span><span><span><span><span> solid so she can shatter them with a single blow.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Duelist Defenders are an odd archetype. They have high base stats, can only Block-1, and only generate SP when they are blocking an enemy. Aurora plays even more oddly thanks to her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Frigid Respite</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes her to stop attacking and regenerate HP when she doesn’t have a Skill active and her SP is less than half its maximum. (Thankfully, she doesn’t stop Blocking.) This Talent gives her some appreciated self-sustain, and it can also help her charge SP on weaker enemies, since she won’t kill them while it’s active. However, it can also result in leaks if you’re relying on her to kill a steady stream of incoming foes, so be careful.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Aurora’s S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Homeland Defender</span></span></strong></span></span></span><span><span><span><span><span><span>, is meant to help Aurora act as a traditional Defender, as it increases her Block count, buffs her DEF, and grants Status Resistance for the duration. However, this is a risky Skill to use, because it self-Stuns Aurora when the duration ends. Going from Block-1 to Block-3 is nice, but going from Block-3 to “unable to Block at all” is just asking for trouble. In almost any situation, you’ll be better off with her aggressive S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Artificial Snowfall</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill slows Aurora’s attacks, but it buffs her ATK and inflicts Cold on enemies she hits. If she hits an enemy who is already inflicted with Cold, they become Frozen, and if she attacks a Frozen enemy, </span></span></span></span></span></span><span><span><span><strong><span><span>Artificial Snowfall</span></span></strong></span></span></span><span><span><span><span><span><span> deals </span></span></span></span></span></span><span><span><span><span><em><span>massive </span></em></span></span></span></span><span><span><span><span><span><span>bonus damage. To top it off, </span></span></span></span></span></span><span><span><span><strong><span><span>Artificial Snowfall</span></span></strong></span></span></span><span><span><span><span><span><span> uses the Ammo system, giving Aurora great flexibility about when to use the Cold/ Freeze/ bonus damage stacks.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Aurora can be an interesting option when fielded alongside other Operators who can cause Cold, as they help her use </span></span></span></span></span></span><span><span><span><strong><span><span>Artificial Snowfall’s</span></span></strong></span></span></span><span><span><span><span><span><span> bonus damage more times during its duration. This can be worth the effort, as the burst damage from </span></span></span></span></span></span><span><span><span><strong><span><span>Artificial Snowfall</span></span></strong></span></span></span><span><span><span><span><span><span> should not be underestimated. However, Aurora’s DP cost is ridiculously high (typical for her archetype) and Block-1 is even more troublesome for her than it is for other members of her archetype due to the way her Talent stops her from attacking. Aurora is extremely prone to letting enemies past her unless she has a lot of support, which makes her less self-sufficient than her high stats and self-healing would suggest. The people of Kjerag don’t like to work alone—place Aurora as one brick in your castle wall and she can contribute to an unstoppable defense.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;">+ Talent and S2: Some of the best physical bulk available in the game and one of very few operators with straight damage reduction.<br> + S1: A decent damage skill with true AoE damage.<br></span> <span style="color:red;">- S2: SP cost is high already, further hampered by the archetype trait. Poor uptime is often a significant problem with bulk tanking.<br> - S1: Relatively high SP cost, especially with archetype trait, for this type of skill.<br> - One block on a Physical Defender.<br></span>Overview<p><span><span><span>Cement is renowned for two things: her excellent sense of smell, and the durability of her cranium. She came to the attention of Rhodes Island after a mine disaster in Rim Billiton; she survived the cave-in and was able to lead the rest of her team to safety in the pitch-black tunnels, which is enough trauma for any person to handle. Not for Cement, though. She is now the leader of the Shana Engineering Team at Rhodes Island, handling an unending list of excavation and construction tasks for the organization, and she is also classified as a <strong>5* Duelist Defender</strong> who can withstand massive amounts of Physical damage using her <strong>rock-solid DEF</strong>.</span></span></span></p> <p><span><span><span>Once you see Cement’s kit, it’s no surprise that she was able to survive a cave-in. Her Talent, <strong>Correcting Blueprints</strong>, gives her flat Physical damage reduction and doubles in strength after she has been deployed for a while. This stacks with her S2, <strong>Structural Fortification</strong>, which gives Cement several layers of stackable DEF buffs. One layer of the buff is removed every time Cement takes damage, so Physical enemies still have a chance at damaging her. Eventually. If they survive long enough.</span></span></span></p> <p><span><span><span>Cement’s abilities are so heavily geared toward her role of soaking Physical damage that you’d expect her to be really good at the job. Well… she is and she isn’t. Being a Duelist Defender hurts her a lot: she’s stuck at Block-1, she has a high DP cost, her base DEF isn’t actually too high, and she can only gain SP while Blocking (until she gets her Module). That last detail is especially bad, since it means <strong>Structural Fortification</strong> has pretty terrible uptime, despite its long duration. That being said, Cement can still achieve levels of Physical protection unmatched by most of her competition, despite her unimpressive base DEF. She certainly has a niche if you care to capitalize on it.</span></span></span></p> |
Defender Enmity / Juggernaut
S+ |
Explanation
Summary<span style="color:green;">+ Very tanky<br> + Barrier effect lets her reach incredible values of HP<br> + S2: Huge tankiness boost through shelter<br> + S3: Grants barrier instantly, deals huge damage, has taunt and an actually worthwhile reflect effect.<br></span> <span style="color:red;">- Cannot be healed or heal herself by conventional means. Relies on barrier generation.<br> - S1: Doesn't interact with Barrier<br> - S2: Stops attacking directly, doesn't interact with her Barrier<br> - S3: Defensive SP Recovery. Needs to get going before she can snowball.<br></span>Overview<p><span><span><span>Penance, a former Siracusan judge by the name of Lavinia Falcone, has struggled to uphold the spirit of the law throughout her life. With the Siracusan courts thoroughly embroiled in the affairs of the various mafia families, however, she has come to realize that even judgments that she thought were fair and impartial have often had twisted consequences that had nothing to do with “justice.” Disgusted with herself, she has left Siracusa and joined Rhodes Island as a <strong>6* Juggernaut Defender</strong> who uses <strong>barrier HP</strong> to dramatically extend her survivability.</span></span></span></p> <p><span><span><span>As a Juggernaut Defender, Penance cannot be directly healed by external sources (though <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null">regeneration</a> effects still work on her). To compensate for this, Penance relies on her <strong>Guardian of the Law</strong> Talent, which gives her barrier HP upon deployment and adds to the barrier every time she defeats an enemy (from E1 onward). At E2, Penance also gains the <strong>Wreathed in Thorns</strong> Talent—when Penance is attacked and has her barrier active, the attacking enemy takes Arts damage in return.</span></span></span></p> <p><span><span><span>Penance’s Skills are fairly simple and have fairly obvious use cases. Her S1, <strong>The Final Word</strong>, is a charged skill that inflicts increased damage and can Stun when charged, making it suitable for dueling a large target. Her S2, <strong>Firm Asceticism</strong>, is the opposite—Penance stops attacking for the duration but gains a Shelter effect and creates a field around her that does constant Arts damage to enemies within it. If an enemy is killed by this field, Penance will gain increased barrier HP from the kill. In most situations, however, the <strong>Overcoming Obstacles</strong> S3 is where it’s at: <strong>Overcoming Obstacles</strong> gives Penance an immediate infusion of barrier HP, then slows down her attack interval in exchange for a massive ATK buff and Taunt priority.</span></span></span></p> <p><span><span><span>In keeping with her black-and-white view of the world, Penance tends to be niche but wildly effective in her niche. She is one of the least teamwork-oriented Operators in Arknights, since she can’t be healed by allies and she doesn’t want anyone to steal her kills, lest she miss out on barrier HP. This makes her an ideal solo-lane-holder—she is almost impossible to kill if she has a steady flow of opposition, and she can pull out <strong>Overcoming Obstacles</strong> to beat elite enemies within an inch of their lives. The value of the “solo-lane-holder” unit has fallen over time, but Penance can still bring a lot of value to the table as an Operator who requires little to no attention and can “stockpile” her survivability for when she really needs it later.</span></span></span></p> <p> </p>
Explanation
Summary<span style="color:green;">+ Talent: gains a stackable shield every 9 seconds that blocks an instance of damage and heals a percentage of Max HP<br> + Mudrock is a very powerful Enmity Defender that is both incredibly tanky and deals great damage<br> + Due to her completely blocking an enemy attack every 9 seconds she can block some very powerful but slow attacking enemies forever<br> + S2: Great AoE damage that Stuns and also self heals. More effective against multiple enemies as it charges on getting hit.<br> + S3: Great crowd control with an AoE slow duration followed by a stun. During the slowing effect she is invulnerable which provides a window to build up shields if she is taking too much damage. After the stun, ATK and DEF greatly increases and she gains the ability to attack multiple enemies equal to her block count<br> + Great ability cooldowns<br></span> <span style="color:red;">- Extremely high deployment cost<br> - While she can safely deal with large groups of enemies and slow attacking tough enemies, she doesn't deal well with the more powerful faster attacking enemies. Some of the more powerful arts damage enemies can quickly overwhelm her.</span>Overview<p><span><span><span><span><em><span>“From Kazdel to Leithanien, so much discrimination is etched onto those who suffer, and when they have to take up arms, they find that they actually have nothing. What did you think of me, Doctor? Trust? Trust ...... Will it keep me alive?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>If you haven’t clicked on Mudrock’s E2 art to see the face under the Hazmat suit, you might want to go take a look. Don’t worry, we’ll wait.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>So, Mudrock! She’s fought against Rhodes Island in the past, specifically during the “</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/event-banner-hub/twilight-wolumonde-event-page"><span><span><span><span><span><span><span><span>Twilight of Wolumonde</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>” event. However, sometime after that, Mudrock and her soldiers were taken captive by a Leithanien noble and subjected to horrific Arts experimentation. To save her followers (at least, those that were still alive), Mudrock cut a deal with Rhodes Island, joining their ranks as the first </span></span></span></span></span></span><span><span><span><strong><span><span>6* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Enmity-Defender##null##cn##stats"><span><span><span><strong><span><span><span><span>Enmity Defender</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>. She brings many of the same strengths as an ally that she had as an enemy: </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>damage blocking</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>invulnerability</span></span></strong></span></span></span><span><span><span><span><span><span>, with </span></span></span></span></span></span><span><span><span><strong><span><span>self-sustain</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>crowd-control</span></span></strong></span></span></span><span><span><span><span><span><span> thrown in to sweeten the deal.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Mudrock is an Enmity Defender, like rare Recruitment-only Operator </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/vulcan"><span><span><span><span><span><span><span><span>Vulcan</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, which means that she cannot be directly healed by other Operators. Because she can’t be directly healed, it’s up to Mudrock to heal herself, which she does with her Talent: </span></span></span></span></span></span><span><span><span><strong><span><span>Ward of the Fertile Soil</span></span></strong><span><span><span>. Every few seconds, </span></span></span><strong><span><span>Ward of the Fertile Soil</span></span></strong><span><span><span> grants Mudrock a shield that will block the next instance of damage she would take and </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Self-Heal##stats"><span><span><span><span><span><span><span><span>recover some of her HP</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> when it is consumed. Mudrock can hold multiple shield charges at a time, which gives her a lot of protection when facing enemies that have high ATK but slow ASPD.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>If you need some more healing, equip Mudrock’s S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Crag Splitter</span></span></strong></span></span></span><span><span><span><span><span><span>. This auto-trigger Skill charges when Mudrock gets hit, and when it activates, it recovers Mudrock’s HP while simultaneously damaging all ground enemies around her with a chance to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Stun##stats"><span><span><span><span><span><span><span><span>Stun</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> them. There’s a much more reliable Stun on her S3, however: the legendary </span></span></span></span></span></span><span><span><span><strong><span><span>Bloodline of Desecrated Earth</span></span></strong></span></span></span><span><span><span><span><span><span>. This complicated Skill has several effects:</span></span></span></span></span></span></p> <ol> <li><span><span><span><span><span><span>When activated, Mudrock stops attacking and becomes invulnerable to all attacks for several seconds. During this time, she emits an aura that </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Slow##stats"><span><span><span><span><span><span><span><span>Slows</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> all nearby enemies.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>When the invulnerability ends, Mudrock slams her hammer on the ground, Stunning all nearby ground enemies for several seconds.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>For the remaining skill duration, Mudrock has buffed ATK and DEF, a faster attack interval, and the ability to attack a number of enemies equal to her Block count, like an AoE Guard.</span></span></span></span></span></span></li> </ol> <p><span><span><span><span><span><span>Between her shields, her on-demand invincibility, and her capacity for AoE damage, Mudrock seems unstoppable on paper, but it can be harder to leverage her power than you might expect. Even with S2, Mudrock’s self-sustain is relatively infrequent (remember, S2 has the [Getting Hit] SP type). She relies on negating damage with her passive and S3 to survive against strong opponents, and both of these methods require careful timing to be successful. Her HP is very high, but her DEF is surprisingly low, more on par with a Healing Defender than a Normal Defender. And Mudrock has a very high DP cost—one of the highest in Arknights—so if you mess up and she dies, you’ll be paying through the nose to redeploy her.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>There are ways to help her, however. Enmity Defenders can’t be directly healed, but they can be healed by </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##HP-Regen##stats"><span><span><span><span><span><span><span><span>passive regeneration</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, such as the Talents of Perfumer or Angelina. Even a little bit of regeneration goes a long way to keeping Mudrock in the fight, and the longer Mudrock is in the fight, the more hopeless the enemy’s battle becomes. If you can properly use her shields, her Stuns, and her crushing hammer blows, you’ll be as invincible as Mudrock herself!</span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Very very high damage potential<br> + Very high HP<br> + Skills: A strong defensive (S1) and offensive option (S2) that scale well with development and Regen HP<br> + Talent: Passive HP Regen and Physical Dodge while Skills are active<br></span> = Extremely rare, <a href="https://gamepress.gg/arknights/core-gameplay/arknights-operator-recruitment-guide">recruitment only</a> Operator<br> <span style="color:red;">- Can't be healed directly, though passive regen works (e.g. Perfumer's Talent)<br> - Very high Deployment Cost<br> - Relatively low DEF for a Defender, which can cause problems in tough content.</span>Overview<p><span><span><span><span><em><span>“Only weapons that are never in use will remain undamaged. Therefore, leaving a weapon spotless is actually the worst sacrilege for it.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>The single-minded blacksmith who takes care of all of Rhodes Island’s weaponry and tactical gear, Vulcan rarely gets close to anybody. However, if you’re able to find her through Recruitment (the only way she can be obtained,) she’ll fight for you as a </span></span></span></span></span></span><strong>5★</strong><span><span><span><strong><span><span> Enmity Defender</span></span></strong><span><span><span> of uncommon strength and skill, excelling in both </span></span></span></span></span></span><span><span><span><strong><span><span>Defense </span></span></strong></span></span></span><span><span><span><span><span><span>and </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>A quick note about getting Vulcan: She can only be gained through Recruitment, and she is very rare and hard to get. See our </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/core-gameplay/arknights-operator-recruitment-guide"><span><span><span><span><span><span><span><span>Operator Recruitment Guide</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> or </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/arknights-recruitment-tag-filter"><span><span><span><span><span><span><span><span>Recruit Tag Filter</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> for more details. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Vulcan’s body has been replaced with so many prosthetic parts that she cannot be healed by other Operators (except some very rare cases like Perfumer’s Talent). Don’t worry, though; she takes care of herself with her sky-high stats and her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Self-Defense</span></span></strong></span></span></span><span><span><span><span><span><span>, which regenerates her HP and (at E2) gives her Physical Dodge while either of her Skills is active. </span></span></span></span></span></span><span><span><span><strong><span><span>Guardian Mode</span></span></strong></span></span></span><span><span><span><span><span><span> is her Skill 1, increasing her Block number, her DEF, and the amount of HP she regenerates. This Skill is incredible for defensive purposes, not just for the survivability but for the rare and much-coveted “Block +1” quality. However, her Skill 2 is no less tempting: </span></span></span></span></span></span><span><span><span><strong><span><span>Combat Mode</span></span></strong></span></span></span><span><span><span><span><span><span> increases her ATK, restores HP when she attacks, and allows her to hit as many enemies as she can Block. (It also sets her hammer on fire, which is hardcore.) Though this Skill also has the downsides of reducing her Block by 1 and slowing the attack interval of her hits, it’s still a massive increase in DPS and well worth using.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Vulcan’s main draw is her self-sufficiency, but keep in mind that it’s not a bonus: it’s a necessity. The fact that other Operators can’t heal her is a big drawback for a Defender Operator who’s meant to soak damage. If you trigger Vulcan’s Skills at the wrong time and waste her healing, you may end up watching her die without being able to do anything about it. She is also one of the most DP-expensive units to deploy in the entire game, and you won’t be reducing her DP cost with Potential anytime soon because of how rare she is. Since she is only accessible through very specific tag combinations in Recruitment (or incredible luck), plenty of Doctors never even realize she exists, let alone pull multiple copies of her. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>However, if you’re fortunate enough to stumble across her required tags, don’t let her slip away from you! Vulcan is a positive steamroller of a unit, and she’s capable of herculean feats if given the right investment and team composition.</span></span></span></span></span></span></p> |
Defender Fortress
S+ |
Explanation
Summary<span style="color:green;">+ An extremely flexible DPS unit, combining several fairly rare niches all into one.<br> + High hit physical splash damage, rare on a melee unit.<br> + Massive range, even rarer on a melee unit.<br> + Unusually bulky for a DPS unit that doesn't lose her blocking ability. + S3: One of the best DPS skills in the game for when range is needed.<br> + S2: Can be used as a massive instant nuke, for when you really can't wait.<br> + S1: High damage multiplier means it works very well with buffs (IS and SSS especially).<br></span> <span style="color:red;">- S1: Despite its invisibility reveal, Horn can't target invisible units so it's only effective if there are visible units to target as well.<br> - S3: Requires timing considerations to maximize thanks to Overdrive. If you don't time it right, the target can potentially just move out of her range.<br> - Her talent is a large factor to her DPS, but also leaves her more fragile.<br> - Although she remains an effective blocker, her DPS suffers unless using S2, which is usually her weakest skill.<br> - Range can be limiting on some maps since she can't target close.<br> - Expensive to maximize since all skills are potential Mastery targets.<br></span>Overview<p><span><span><span><em>“Doctor, does a commander as outstanding as you ever feel sorrow? Or anger? Or... hate? I try as hard as I can not to let personal emotions sway me, but I can't forget. I promised them I would never forget.”</em></span></span></span></p> <p><span><span><span><span>Horn has been through the wringer. As a division commander in Victoria’s Tempest Platoon, she made the mistake of digging too deep into the nobility’s dark web of lies and treason, where her commitment to honor almost got her killed multiple times. When Victoria was laid waste by Dublinn, Horn went missing, presumed dead. We won’t go into the circumstances that lead to her becoming a soldier in the employ of Rhodes Island, but suffice it to say that she’s coming back swinging as a <strong>6* Fortress Defender</strong> with absolutely <strong>jawdropping damage capabilities</strong>… as long as she can keep going through the <strong>backlash Overdrive damage </strong>she inflicts on herself.</span></span></span></span></p> <p><span><span><span><span>The moment she is deployed on the field, Horn is gunning for offense. Her <strong>Military Fortress</strong> E1 Talent gives a surprisingly large ATK buff to all other allied Defenders (deploy her with Mudrock and see what happens) as long as she is deployed, and her <strong>Bloodbath</strong> E2 Talent makes sure she’ll stick around. Once per deployment, <strong>Bloodbath</strong> restores Horn to full HP when she would take a fatal blow and increases her ASPD and DEF… at the cost of half her max HP.</span></span></span></span></p> <p><span><span><span><span><strong>Bloodbath</strong> may seem somewhat counterintuitive at first glance. As a Fortress Defender, Horn fires very powerful splash damage projectiles at great range, but only when she isn’t Blocking an enemy. If she isn’t Blocking, she shouldn’t be taking damage, right? Don’t worry: Horn’s ready to do that damage to herself! Her only Skill that doesn’t hurt her is her S1, <strong>Flare Grenade</strong>, an automatic Skill that turns Horn’s next attack into a flare that does greatly increased damage and creates an illuminated zone that reveals Invisible enemies inside of it.</span></span></span></span></p> <p><span><span><span><span><strong>Flare Grenade</strong> is consistent and reliable damage, but when you need to pull out the big guns, it’s S2 and S3—specifically their Overdrive mechanics—that you’ll be looking for instead. As a reminder, Overdrive is a mechanic where a Skill offers one effect for the first half of its duration, then increases in potency (but also often gains drawbacks) for the second half of its duration. Horn’s S2, <strong>Tempest Command</strong>, is a perfect example. An Ammo-based Skill, <strong>Tempest Command</strong> simply increases Horn’s damage for its first half. During the second half, however, Horn will also deal extra Arts splash damage with each attack. As an Ammo Skill, <strong>Tempest Command</strong> can be manually deactivated. Do this during the regular phase and you can skip the Overdrive effects. Manually deactivate during Overdrive instead and Horn will fire all remaining ammo <em>at the same time</em>, inflicting <em>massive</em> burst damage on her unlucky opponents. Oh yeah, and also taking damage equal to 60% of her max HP. Trigger an Overdrive <strong>Tempest Command</strong> twice with no healing in between and bam, you’re in <strong>Bloodbath</strong> mode now.</span></span></span></span></p> <p><span><span><span><span>If that’s not enough DPS for you, however, there’s <strong>Ultimate Line of Defense</strong>. During its vanilla mode, <strong>Ultimate Line of Defense</strong> simply increases Horn’s ATK and reduces her attack interval—powerful enough on its own. When it goes into Overdrive, the ATK boost is <em>doubled</em>, absolutely shredding anything within range for the remainder of the duration. However, Horn will also constantly lose HP during Overdrive. Like <strong>Tempest Command</strong>, two uses of <strong>Ultimate Line of Defense</strong> without healing in between will put Horn into Bloodbath mode—and if you thought <strong>Ultimate Line of Defense</strong> was powerful on its own, try it with an ASPD boost. Go ahead. We’ll wait.</span></span></span></span></p> <p><span><span><span><span>Okay. So this Operator is (literally) a loose cannon with way too much power, and even the HP damage of her Skills serves to propel her to greater power levels. Is she completely invincible or something?! Not quite. First off, Horn has to deal with the shortcomings of her archetype. Fortress Defenders have very long range, but they also have a huge blind spot in front of them. On narrow or crowded maps, it can be difficult to find a good spot to place a Fortress Defender to take advantage of their range. And they need their range, because once they start Blocking an enemy, they cannot use their awesome ranged splash attacks until their Block is clear.</span></span></span></span></p> <p><span><span><span><span>In short, Fortress Defenders are pretty bad at the whole “being Defenders” thing, despite their Block-3, because they become markedly less effective when Blocking. And Horn takes this to a new level. Yes, her self-inflicted wounds are very useful for triggering <strong>Bloodbath</strong>, but once she’s used the <strong>Bloodbath</strong> revive, she has no other tools in her kit for mitigating or surviving incoming damage. And considering how much damage she does to herself, Horn can die very quickly all on her own, let alone when there are enemies up in her face. To add insult to injury, her DP cost is very high, so if you slip up and let Horn die, you’ll be paying through the nose to get her back on the field. (Also, you’ll have made Bagpipe sad. You monster.)</span></span></span></span></p> <p><span><span><span><span>Using Horn requires building your team around her needs (heck, even <em>deploying</em> them around her needs, since you’ll probably want to hold off on deploying any healing in her vicinity until she triggers <strong>Bloodbath</strong>). Is the tradeoff worth it? YES, one thousand percent. Remember that whole “<strong>Ultimate Line of Defense</strong> with an ASPD boost” thing? Yeah, go try it again. Don’t worry. We’ll be here when you get back.</span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ The first Fortress Defender: performs long range splash attacks when not blocking<br> + Very high ATK for a Defender<br> + Unique normal attack range that reaches farther than any other current melee unit<br> + S2: Moderate ATK modifier with a large reduction in ATK interval.<br></span> = A middle ground between an AOE sniper and standard defender<br> <span style="color:red;">- To be effective as DPS she can't be blocking.<br> - Long base attack interval and lower than average DEF for a defender<br> - S2: Cannot block while S2 is active. Very short skill duration and not great uptime.</span>Overview<p><span><span><span><span><span><span>Ashlock was born into a prestigious family in Kazimierz, but her relatives disowned her when she contracted Oripathy, so she had to enter the underground fighting scene to pay for her treatments. A hard worker who keeps her eyes on the prize, Ashlock fought all the way up to the official major league tournaments, where she caught the eye of Rhodes Island. Now Ashlock is going all out as the first </span></span></span></span></span></span><span><span><span><strong><span><span>5* Fortress Defender</span></span></strong></span></span></span><span><span><span><span><span><span>, raining down </span></span></span></span></span></span><span><span><span><strong><span><span>AoE Physical attacks</span></span></strong></span></span></span><span><span><span><span><span><span> at </span></span></span></span></span></span><span><span><span><strong><span><span>long range</span></span></strong></span></span></span><span><span><span><span><span><span> whenever she isn’t Blocking enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Do you like siege weaponry? (Not</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/siege"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Siege’s weaponry</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, that’s a different Operator.) Ashlock is essentially a living siege weapon: as long as she isn’t Blocking enemies, she can attack from a distance, firing missiles that deal explosive AoE damage to ground enemies from several grids away. She starts with a 2x3 attack range and Block-2, but gains Block-3 at E1 and an extra tile of range at E2, enhancing her performance as both a DPS unit and as a Blocker.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>When it comes to her kit, Ashlock is clearly all about that DPS. Her </span></span></span></span></span></span><span><span><span><strong><span><span>Bombardment Studies</span></span></strong></span></span></span><span><span><span><span><span><span> Talent increases her ATK, with a further bonus when she is surrounded by ground tiles, and her </span></span></span></span></span></span><span><span><span><strong><span><span>Focused Bombardment</span></span></strong></span></span></span><span><span><span><span><span><span> S2 makes her attacks faster and stronger for the duration while also giving her Block-0 so she won’t stop firing to Block. Ashlock is essentially a ground-deployed AoE Sniper (who can’t hit air enemies).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Unfortunately, anybody who knows the reputation of AoE Snipers in Arknights probably feels a little worried by that comparison. The concern is not unjustified—Ashlock has comparable ATK, ASPD, and DP cost to similar-rarity AoE Snipers, meaning she is expensive to place and attacks slowly. The attack interval decrease from </span></span></span></span></span></span><span><span><span><strong><span><span>Focused Bombardment</span></span></strong></span></span></span><span><span><span><span><span><span> helps with this, and the Skill’s low SP cost gives it good availability, but the brief duration is a problem. Ashlock does bring her Block-3 to the table, but if Ashlock is Blocking, she’s not using her ranged attacks, meaning another Defender with a faster ASPD or more utility is probably a better option for the job.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Considering the quick cycling of </span></span></span></span></span></span><span><span><span><strong><span><span>Focused Bombardment</span></span></strong></span></span></span><span><span><span><span><span><span>, Ashlock is at her best when handling successive hordes of ground-based enemies. Place her behind other Operators, where she can lob missiles onto the frontlines but still Block if an enemy leaks through the first line of defense. From an efficiency standpoint, there’s usually other options that can do Ashlock’s job better, but for Doctors who like percussive cannonfire, Ashlock can be a fun Operator to send into battle.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Skills provide mixed AOE damage types which is not common in the Class.<br> + S1: Decent AFK option that can usually finish off most weak enemies in the initial burst or during the burn.<br> + S2: Attacks ignite the ground under targets and surrounding tiles to deal a moderate amount of arts damage over time to enemies that walk on them. <br></span> <span style="color:red;">- S1: large SP cost and no AOE area increase means you often only hit a few enemies per wave.<br> - S2: No ATK modifier, so a significant amount of the physical part of the damage can be mitigated by enemy DEF. Poor skill uptime.<br></span>Overview<p><span><span><span>Firewhistle is so friendly and approachable that passersby often think she must be trying to sell them something. They’ll get a quote from her for a defense contract, go on their merry way, and then get a shock weeks later when they find out they were talking to the <em>president</em> of the security company, not a mere salesperson. Of course, this is nothing compared to the shock her enemies probably get when they see the cannon Firewhistle brings to battle. Firewhistle is a <strong>5* Fortress Defender</strong>, and she’s toting that huge gun for one reason: to <strong>set things on fire</strong>.</span></span></span></p> <p><span><span><span>As a Fortress Defender, Firewhistle fires off ranged AoE attacks from a distance when she IS NOT Blocking, and she switches to a single-target melee attack when she IS Blocking. Her Talent, <strong>Combat Adaptability</strong>, follows this pattern by increasing her ATK when she is not Blocking or increasing her DEF when she is. The increased ATK comes in very useful, as it affects not only the damage of Firewhistle’s attacks but also of the Ignite effect she causes with her Skills.</span></span></span></p> <p><span><span><span>Ignite is an ailment that deals Arts damage over time equal to a certain percentage of the user’s ATK stat, and both of Firewhistle’s Skills inflict it. Her S1, <strong>Wildfire</strong>, is an automatic Skill that inflicts a weak Ignite upon all targets hit by her next attack. <strong>Scorched Earth</strong> is her manually-triggered S2, and it causes all of Firewhistle’s attacks to inflict a stronger Ignite effect for the Skill duration. <strong>Scorched Earth</strong> has a high SP cost and a short duration, but if used well, its more powerful and spammable Ignite effect can result in a lot more damage than <strong>Wildfire</strong>.</span></span></span></p> <p><span><span><span>Firewhistle is a very simple member of a rather complicated class, which can be a good or bad thing depending on how you look at it. Her simplicity means she has very limited utility, but it can also make her a good introduction to the Fortress Defender archetype, which has an odd attack range and rather contradictory ways it can be used. Though she doesn’t come with many bells and whistles (pun intended), Firewhistle can deal a fair amount of AoE Arts damage across multiple ticks, which can make her quite useful for (literally) burning down Waregeists, souls, and other “only dies after taking X number of hits” enemies.</span></span></span></p> |
Defender Healing / Guardian
S+ |
Explanation
Summary<span style="color:green;">+ Trait: Heals allies with her Skills<br> + E2 Talent: Grants +1 SP to Operators she heals (HP must be restored)<br> + Great stats all around that, with her Talent, further increase as she is on the field<br> + S1: Great single target healing skill that doesn't get wasted because of the HP threshold requirement.<br> + S2: Large coverage area, and good for "poison mist" stages or other light damage/non burst healing situations<br> + S3 provides good stackable slow and an extremely strong Arts damage boost along with the healing<br></span> <span style="color:red;">- No DEF boosting Skills means she has a hard time surviving the strongest Physical Damage enemies<br> - Does not restore SP if she heals an ally already at full health<br> - S2: the nature of the healing of this skill and the lack of utility make it a less desired choice in challenging content than the other 2</span>Overview<p><span><span><span><em><span>“All things are bound to evolution by the laws of nature. Yet Rhine Lab attempted to change it; take control of it, even. What a foolish plan....”</span></em><br /> <br /> Saria used to be the head of security at Rhine Lab. She may be hard to get along with, but Operators fielded alongside her know that she will protect them with her life—as well as with her calcium-manipulating Originium Arts. Saria holds the record for fewest casualties on her watch, and any Doctor who’s seen her in action should be able to understand why. This fiercely protective Vouivre is a stalwart <strong>6* Healing Defender</strong> who <strong>heals as much as a Medic</strong>, destroys enemies with her <strong>powerful debuffs</strong>, and even <strong><span>generates SP for her allies</span></strong>.</span></span></span></p> <p><span><span><span>The amount of healing Saria can output with her Skills is incredibly impressive for a non-Medic Operator. Her S1, <strong>First Aid</strong>, automatically heals a nearby ally when they fall below half HP, and it stores multiple charges. Because of the HP threshold, Saria will save this Skill for when somebody really needs it, and she can blow through multiple charges in a row to rescue her ally if necessary. On the other extreme is her <strong>Medicine Dispensing</strong> S2, which is an automatic AoE healing Skill. <strong>Medicine Dispensing</strong> does not have an HP threshold nor charges, but it heals a sizable amount of HP over a wide range on a short cooldown, making it very useful on maps with poison mist.</span></span></span></p> <p><span><span><span>Finally there’s <strong>Calcification</strong>, an S3 of terrifying power. <strong>Calcification</strong> is a manually-activated Skill that debilitates all enemies across a huge area down to their very bones, reducing their movement speed and increasing the amount of Arts damage they take. (These are both unique debuffs, so they stack with other Slows and RES debuffs!) And that’s not all: any allies in <strong>Calcification’s</strong> range are constantly healed for the duration. As if the Skill wasn’t good enough already. </span></span></span><span><span><span>Making Saria’s healing even more appealing is her E2 Talent, <strong>Refreshment</strong>, which restores 1 SP to any ally that recovers HP from one of Saria’s Skills. </span></span></span></p> <p><span><span><span>As an infinite fountain of HP and SP for her allies, Saria is one of the most ubiquitous Operators in Arknights, able to pull her weight on almost any map and in almost any situation. She’s a shining star for Challenge maps and Contingency Contract events, especially when Medics are banned, and her solid durability combined with Block-3 means she is perfectly able to soak hits from enemies while she keeps her allies healthy. Her S2 does lose its luster in harder content, but with S1 and S3 to fall back on, Saria always has something useful to do. Between her healing, her survivability, and her debuffs, there’s no question that Saria is the keystone for any formation she is a part of.</span></span></span></p> |
S- |
Explanation
Summary<span style="color:green;">+ Talent: Can attack Sleeping enemies for increased damage<br> + Talent: Adds [On Attack] SP Charge for Operators on the team that have [Getting Hit] SP Charge skills, potentially a large improvement to their cycle and uptime.<br> + A well rounded operator that can provide interesting utility and fill multiple roles including tank, DPS and support.<br> + S3: Some of the most powerful healing potential in the game along with high dps and a DEF boost<br> + S2: Increases ATK and inflicts Sleep on nearby enemies. Great AOE health regen that can heal Operators that can't be healed directly.<br></span> <span style="color:red;">- All of her skills (and thus healing) are tied to being attacked or attacking enemies. This means she constantly needs enemies in her face to use her skills consistently. If not engaging enemies, or if there are downtimes, she does not function as well.<br> - The generalist nature of her kit often makes her situational Operator.<br> - S2: Sleep as a form of crowd control has its limitations, and can cause as much harm as good if not used properly.<br> - S3: While Blemishine is great at keeping other Operators healed, she can't heal herself , and so can't tank damage without an additional healing source. Mixed damage quickly loses effectiveness against enemies with both RES and DEF, which most difficult enemies have.</span>Overview<p><span><span><span><span><span><span>Blemishine is Nearl’s sister and Whislash’s niece. When Nearl contracted Oripathy and was forced to leave Kazimierz, Blemishine had to step up and take her sister’s place as the lead knight of the family. This position has dragged Blemishine through a crushing grind of backstabbing gloryseekers, obsessive fans, and the massive corporate system the Kazimierz knighthood has become. Perhaps it’s no surprise that she has left it all behind and come to Rhodes Island, joining her disgraced sister as a very versatile </span></span></span></span></span></span><span><span><span><strong><span><span>6* Healing Defender</span></span></strong></span></span></span><span><span><span><span><span><span>: she smites her enemies with </span></span></span></span></span></span><span><span><span><strong><span><span>physical and </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Arts-Ability-(Phys-Attacker)##stats"><span><span><span><strong><span><span><span><span>Arts</span></span></span></span></strong></span></span></span><span><span><span><span><span><span><span><span> </span></span></span></span></span></span></span></span><span><span><span><strong><span><span><span><span>DPS</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, provides </span></span></span></span></span></span><span><span><span><strong><span><span>HP and </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Ally-SP-Gen##stats"><span><span><span><strong><span><span><span><span>SP restoration</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> for her allies, and gently lulls her opponents to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Sleep##stats"><span><span><span><strong><span><span><span><span>Sleep</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The Sleep status stops its targets from moving or acting, but it also makes them invincible to incoming damage. Well, not anymore! Blemishine’s </span></span></span></span></span></span><span><span><span><strong><span><span>Mercy</span></span></strong></span></span></span><span><span><span><span><span><span> Talent allows her to attack Sleeping targets—in fact, she prioritizes them and has bonus ATK when striking them. This broadens the range of targets that Blemishine can hit, which is important because Blemishine is very attack-dependent for her Skills.</span></span></span></span></span></span></p> <ol> <li><span><span><span><span><span><span>Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Surging Brilliance</span></span></strong></span></span></span><span><span><span><span><span><span>, is an automatic Skill that can hold multiple charges. It increases the damage of her next attack and also recovers the HP of a nearby ally.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Deterring Radiance</span></span></strong></span></span></span><span><span><span><span><span><span>, has the [Getting Hit] SP charge type and a fairly short duration. When activated, it inflicts Sleep on all enemies in the same tile as Blemishine; it buffs Blemishine’s ATK; and it regenerates HP to all nearby allies every second. This Skill is the only way for Blemishine to inflict Sleep, and it’s also the only way for her to heal allies without having a target in range to attack. (Also, because it is “regeneration,” it can heal Operators who can’t be directly healed, like Hellagur.)</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Her S3, </span></span></span></span></span></span><span><span><span><strong><span><span>Divine Avatar</span></span></strong></span></span></span><span><span><span><span><span><span>, also has the [Getting Hit] SP charge type. It massively increases her DPS, granting an ATK buff while also causing each hit to deal bonus Arts damage. In addition, it increases Blemishine’s DEF (rare for a Healing Defender) and heals a nearby ally (but not herself!) every time she attacks for the duration.</span></span></span></span></span></span></li> </ol> <p><span><span><span><span><span><span>Two of Blemishine’s Skills have the [Getting Hit] SP charge type, which can be a bit risky on a Healing Defender, since it means they need to take hits before they can do any healing. It’s less of a problem for Blemishine thanks to her </span></span></span></span></span></span><span><span><span><strong><span><span>Sword and Shield</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which causes all deployed Operators with the [Getting Hit] SP type to gain SP while attacking as well (making her Liskarm’s best friend). Combined with her potent damage buffs and her extra square of attack range, Blemishine is a surprisingly damage-oriented Healing Defender.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In a way, this focus on attacking is Blemishine’s biggest weakness. Her burst healing is phenomenal, but S1/ S3 can only heal when she has an enemy to hit and S2/ S3 can only be charged while in combat. If she isn’t swinging her sword, Blemishine can’t contribute much to her team, which means that Blemishine isn’t always able to replace a Medic the way some Healing Defenders can (i.e., on maps with poison mist). Also, don’t forget that the </span></span></span></span></span></span><span><span><span><strong><span><span>Mercy</span></span></strong></span></span></span><span><span><span><span><span><span> Talent only allows </span></span></span></span></span></span><span><span><span><span><em><span>Blemishine </span></em></span></span></span></span><span><span><span><span><span><span>to attack Sleeping targets, not the rest of your Operators! Don’t put your enemies to Sleep in the middle of a SilverAsh </span></span></span></span></span></span><span><span><span><span><em><span>schwing-schwing </span></em></span></span></span></span><span><span><span><span><span><span>or an Eyja Volcano, or you’ll be one sad Doctor.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Does this emphasis on attacking make Blemishine a bad Operator? Absolutely not! With her enhanced attack range and terrific DPS, Blemishine is basically a Guard who can Block-3, heal allies, and crowd-control her opponents. She’s not a main healer like Saria: she’s a constant Holy Hand Grenade that happens to heal allies in her explosion radius. What’s not to love?</span></span></span></span></span></span></p> <p> </p> |
A+ |
Explanation
Summary<span style="color:green;"> + S1: As with most Guardian skills of this variety, this skill is a powerful team sustain skill. HP threshold means it almost always gets full value of his healing.<br> + S2: Valuable skill in stall teams. Although it is a relatively uncommon niche, the duration and wind-up times are some of the best available for the task.<br> + Module: One of few units who can buff allied RES.<br> + High RES is on par with Arts Protectors and is rare (unique at the time of this writing) among the Guardians.<br> </span> = Bulkier when compared to Nearl, but with weaker healing.<br> <span style="color:red;"> - Only an incremental improvement over the much cheaper Gummy. The extra resources are usually better spent elsewhere.<br> </span>Overview<p dir="ltr"><strong>Credits: </strong> 25Night, another_mozhi</p> <p> </p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://m.weibo.cn/u/2951720454?jumpfrom=weibocom">九日九号</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/930/Aki_Kanada">Aki Kanada</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Healing-/-Guardian##null##cn##stats">Defender [Healing / Guardian]</a></p> <p><strong>Trait:</strong> Can heal allies by using skill(s)</p> <p><strong>Talent : </strong>RES increased, when there is allied unit in surrounding 8 tiles, RES is further increased.</p> <p><strong>Skill 1:</strong> Next attack will heal allied unit with less than half HP in 8 surrounding tiles for a certain amount of HP. Can hold charges</p> <p><strong>Skill 2: </strong>ATK increased, stop attacking and focus on healing surrounding allied units; Every heal will cause the target to gain a shield that can absorb Arts Damage equal to certain ratio of Bassline's ATK.</p>
Explanation
Summary<span style="color:green;">+ Trait: Can heal allies with her Skills<br> + Talent: Boosts healing taken by herself, and at E2 all allies<br> + Similar to Gummy but with stronger healing Skills, but less HP<br></span> <span style="color:red;"> - Saria is a pure upgrade<br> - Low HP and no DEF boost Skill means she can get 1-shot by some endgame Challenge bosses</span>Overview<p dir="ltr"><em>“I request you send me to the most dangerous place available. My shield shall protect everyone.”</em></p> <p dir="ltr">Once known as the Radiant Knight of Kazimierz, Nearl is a warrior who fills her allies with the strength and courage to keep fighting. In gameplay terms, Nearl is a <strong>Healing Defender</strong>: an Operator who blocks multiple incoming enemies, soaks a beating, and restores the HP of herself and nearby allies.</p> <p dir="ltr"><strong>First Aid,</strong> Nearl’s first Skill, is a cheap, spammable heal that can quickly pull an ally back from the brink of death. Her second Skill, <strong>First Aid Mode</strong>, shifts Nearl into full-on Medic mode – she stops attacking altogether and will only heal for the Skill duration. These two Skills means Nearl is an excellent choice for shoring up allies who need extra healing (or are even outside of Medic range entirely). As a Healing Defender, Nearl also has natural RES, making her a good defense against enemy Casters. Her Talent at Elite 2, <strong>Pegasus's Halo</strong>, can be useful for tough healing maps, as it increases the healing gained by all allies from direct heals.</p> <p dir="ltr">On some maps, Nearl’s combination of tankiness and healing is enough to make her virtually invincible. However, Nearl’s healing isn’t always a substitute for an actual Defense-boosting Skill. Her HP and DEF are surprisingly low for a Defender, so high-DPS enemies like Hateful Avengers can burn right through her healing and knock her flat. She may not always be able to take point, but in many situations, Nearl has the perfect combination of healing and protective utility to shore up a defensive formation.</p> |
B+ |
Explanation
Summary<span style="color:green;">+ Higher HP than her 5* equivalent Nearl. Can help her to survive some 1-shot type abilities<br> + Relatively cheap and easy to raise and max potential. Comes with .99 starter pack.<br> + Basic Attack has a chance to stun<br> + S2: Has a +DEF component, rare for Healing Defenders<br></span> <span style="color:red;">- Low Base DEF<br> - S2: Phased Skill that must be timed correctly</span>Overview<p><strong>Name in Cryllic: </strong>Гум</p> <p><strong>Meaning of name in Russian:</strong> her name is an English-to-Russian phonetic transcription of (bubble) gum, which in Russian would be Жвачка.</p> <p><span><span><span><span><em><span>“Those baddies wreaking havoc in our city... unforgivable! I'll smash them with my frying pan!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Gummy fights back anxiety, depression, and tragedy by throwing herself wholeheartedly into life at Rhodes Island, especially by cooking for her fellow Operators. Meanwhile, she also fights slugs, spiders, and Reunion soldiers by being a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Defender</span></span></strong></span></span></span><span><span><span><span><span><span> of the </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Defender</span></span></strong></span></span></span><span><span><span><span><span><span> archetype. Armed with her trusty frying pan, an abandoned vault door, and enough tasty snacks for everyone, this adorable Pollyanna is determined to do her best!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The theme of food runs throughout Gummy’s kit. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Provisions</span></span></strong></span></span></span><span><span><span><span><span><span>, tosses healing snacks to nearby allies, giving a quick sugar rush of HP when they need it. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Cooking</span></span></strong></span></span></span><span><span><span><span><span><span>, causes Gummy to stop attacking and increases her DEF for a short time while she cooks up breakfast. DEF-up Skills are rare among Healing Defenders, so this is a nice bonus. After her prep work is complete, Gummy’s ATK increases and she begins healing nearby allies by doling out portions. (Her Adorableness is also increased throughout both parts of the Skill.) Then there’s her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Frying Pan Specialist</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives Gummy a chance to Stun enemies she attacks, which can be surprisingly effective with a lucky RNG streak.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Though Gummy is trying hard to be reliable, her kit can be shaky on some points. The proc rate for </span></span></span></span></span></span><span><span><span><strong><span><span>Frying Pan Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> is a little low, and the two phases of </span></span></span></span></span></span><span><span><span><strong><span><span>Cooking</span></span></strong></span></span></span><span><span><span><span><span><span> can be difficult to time correctly. Like other Healing Defenders, Gummy also suffers from lower defensive stats than Normal Defenders, so she can’t always survive heavy-hitting opponents. On the plus side, though, Gummy has very high HP for her rarity (they say never to trust a low-HP cook), and she is available in the Store for $0.99 as part of the Starter Pack. No Operator should go to battle with low health or an empty stomach, and Gummy is determined to make sure neither happens!</span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Skills heal allies. Healing Defenders can cover multiple roles, especially useful for CC and some Challenge Modes.<br> + Talent 1 and 2: Increase DEF, typically a weakness for Healing Defenders<br> + Talent 2: Increases healing received<br> + S2: a Skill that increases DEF, something most Healing Defenders lack. Healed allies gain 1 SP<br></span> = SP charges when “getting hit” which means they will charge faster when blocking many fast hitting enemies, but slower when blocking slower hitting enemies, and not at all when not being hit.<br> <span style="color:red;">- Since he needs to be getting hit to charge his Skills, he cannot heal if he’s not blocking, limiting his options for use as a healer<br> - Generally, worse healer than same-rarity-or-higher Healing Defenders, and worse damage mitigation than same-rarity-or-higher Normal Defenders</span>Overview<p><span><span><span><span><span><span>It’s a pet dog! No, it’s a guard dog! No, it’s Hung: bodyguard, big brother, and baker extraordinaire! Considering how much time he spends taking care of his obnoxious little brother Aak, it’s probably not a surprise that Hung takes care of the other Operators on his team as well. As a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Healing Defender</span></span></strong><span><span><span> with a whole lot of </span></span></span></span></span></span><span><span><span><strong><span><span>survivability</span></span></strong></span></span></span><span><span><span><span><span><span> and a little </span></span></span></span></span></span><span><span><span><strong><span><span>SP generation utility</span></span></strong></span></span></span><span><span><span><span><span><span>, Hung brings a lot more to the table than just a well-cooked dinner.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>One of the shortcomings of most Healing Defenders is that they’re less durable than Normal Defenders. Hung works hard to circumvent this weakness, starting with his Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Gatekeeper</span></span></strong><span><span><span>. At E1, this Talent gives him a DEF buff, and at E2 any unit deployed directly behind him on a ranged grid gains extra healing, synergizing well with healers (including himself!) His Skill 1, </span></span></span><strong><span><span>Treatment Countermeasure</span></span></strong></span></span></span><span><span><span><span><span><span>, heals one adjacent ally and triggers every few times Hung is attacked (thus the “Counter” part of the name). If Hung is Blocking multiple enemies, this Skill can charge at astounding speed! His Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Medical Mode Countermeasure</span></span></strong></span></span></span><span><span><span><span><span><span>, takes this concept to the next level: it gives Hung a huge ATK and DEF boost, causes him to stop attacking and start healing adjacent allies instead, and grants 1 SP to every ally Hung heals. This Skill gives Hung enormous battlefield presence in terms of durability, healing, and utility, making him a strong centerpiece for your defensive line.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Hung loses a lot of power when </span></span></span></span></span></span><span><span><span><strong><span><span>Medical Mode Countermeasure</span></span></strong></span></span></span><span><span><span><span><span><span> is not in effect, however, and this can lead to problems. Hung’s ATK is low for a Healing Defender, which affects the strength of his heals, and his HP and DEF are low in comparison to equal-rarity Normal Defenders, which hinders his ability to soak damage. This is especially noticeable if you can’t deploy him in front of a ranged grid to maximize his Talent. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Of course, the other side of the coin is that Hung can soak damage better than most Healing Defenders due to his S2’s DEF boost, while his healing and SP generation brings utility that few Normal Defenders can equal. Very few Healing Defenders have any kind of damage mitigation, and this alone gives Hung a worthwhile niche in the archetype. On maps where you can utilize his strengths, you’ll be happy to let this good boi lead the rest of his pack to victory.</span></span></span></span></span></span></p> <p> </p> |
C |
Explanation
Summary<span style="color:green;">+ Trait: Can heal allies using his Skill<br> + Talent: After healing an ally, grants them Physical Dodge for 3s<br> + If you are only looking for an early game Healing Defender to swap out for a high-rarity one later, then Spot is cheap and doesn't require much investment<br></span> <span style="color:red;"> - Gummy is easy to acquire, and has stronger Skills and more HP at similar levels.<br> - Low HP for a Defender</span>Overview<p dir="ltr"><em>"Got something, Doctor? I could probably lend a hand. But I'd rather it not eat up too much of my time. I got a lot of comics to read."</em></p> <p dir="ltr">Spot’s punky outfit and hangdog expression belie a hyena (dog? Jackal?) who can always be coerced into lending a helping hand. This 3* Operator is a <strong>healing Defender</strong> with a particular emphasis on helping his <strong>allies survive physical damage</strong>.</p> <p dir="ltr">In order to heal his allies, Spot makes use of his Skill, <strong>Secondary Healing Mode</strong>, which causes him to heal instead of attacking for the Skill’s duration. This Skill activates his Talent, <strong>Smoke Installation</strong>, which grants allies Physical Evasion after Spot heals them. Between these two abilities, Spot supplements the frontline well: he can bottleneck enemies with his Block-2 (Block-3 after promoting), he has innate RES to stand up to enemy Casters, and when the chips are down he can function as an extra healer. <strong>Smoke Installation</strong> works especially well when paired with other Operators who have or grant Physical Evasion, since the buff can stack.</p> <p dir="ltr">Spot’s low rarity makes him easier to max out in Potential than higher-rarity Defenders, but unfortunately it also hampers his maximum power. As a 3* Operator, Spot can never promote to E2, limiting his stats and abilities. The unreliability of Physical Evasion is also an issue. Early players in particular may find good use for Spot, since his combination of tankiness, extra healing, lucky buffs, and accessibility can be a lifesaver when resources are limited. However, he’ll have difficulty keeping up with other units when taking on more challenging content.</p> <p dir="ltr">For even more detailed info about Spot, see our <a href="https://gamepress.gg/arknights/operator-spotlight/arknights-new-operator-spotlight-spot-he-good-boy">Operator SPOTlight:</a> <a href="https://gamepress.gg/arknights/operator-spotlight/arknights-new-operator-spotlight-spot-he-good-boy">Spot</a>.</p> |
Defender Normal / Protector
S |
Explanation
Summary<span style="color:green;">+ DPS Defender<br> + Talent: Chance to resist Physical and Arts damage<br> + E2 Talent: Buffs the DEF of all other Defenders<br> + Great DPS and DEF option with S3 that doesn't have the penalties like other DPS Defenders<br> + Very high HP makes her a nice meatball tank<br></span> <span style="color:red;"> - As long as Liskarm can survive, she usually provides more utility as a DPS Defender than Hoshi</span>Overview<p><em>“Anyone who wants to hurt my friends must answer to this shield.” </em></p> <p>And answer they will. Armed with a triangular shield adorned with the motif of her Oni heritage, Hoshiguma is a powerful, offensively-oriented Defender who can reflect damage or deal AoE damage.</p> <p>Hoshiguma’s kit embodies her ferocity, granting her the offensive capabilities to literally grind her enemies down. Hoshiguma's first Talent, <strong>Tactical Armor</strong>, grants her a chance to resist both physical and arts damage. Her first Skill, <strong>Warpath</strong>, provides a standard Defense and Attack buff. Her second skill, <strong>Thorns</strong>, is a passive Skill that grants her a slight Defense buff and deals a portion of her Attack in physical damage to all enemies that attack her. In particular, this Skill fills a niche when dealing with invisible ranged enemies at a distance, as these enemies cannot normally be attacked by other Operators without first being blocked, or by having a rare detection Skill/Talent. Hoshiguma’s third Skill, <strong>Saw of Strength</strong>, turns her into a literal grinder, allowing her to attack all enemies in front of her while simultaneously granting large buffs to her Attack and Defense. This Skill allows Hoshiguma to quickly deal with large groups of enemies, significantly decreasing the burden on your defensive line.</p> <p>Hoshiguma is a very straightforward Defender Operator, but this is also her greatest weakness. She excels at being an effective tank that also deals good damage, but does not provide much unique support or utility outside of her second Talent, <strong>Special Operation</strong>, which grants a slight Defense buff to all other Defenders. Despite having a niche use for dealing with invisible ranged enemies, Hoshiguma does not fill many other irreplaceable roles.</p> <p>Despite her honest Skill-set, Hoshiguma is an excellent choice for a standard Defender. Her fierce skills will protect the defensive line and open up the way to begin the counter-offensive.</p>
Explanation
Summary<span style="color:green;">+ Talent 1: significant boost to HP of all Defenders<br> + Talent 2: Blocks first 3 attacks (no damage), great for soaking special attacks or high-damage phases<br> + DPS/defense/support hybrid enables flexible use<br> + S1 and S2: deal Arts Damage.<br> + S2: disables enemy special abilities and increases her block count<br> + S3: buffs all nearby allies in a large range, increasing their block count, giving them status resistance, and increasing their DEF. Especially good for Defenders and Operators with abilities that hit multiple enemies based on Block count. Useful for helping Operators survive Aak buffs.<br></span> = Pure DPS and Silence roles are usually more effectively provided by other Operators<br> = Talent 2 shield use can be tricky to optimize when used as a core Defender<br> <span style="color:red;">- Being a Limited Operator makes increasing Potential very difficult<br> - S2: Silence not effective against enemies with very long attack intervals<br> - S3: Increasing Block can be detrimental to some Operators</span>Overview<p><span><span><span><span><span><span>Most of the time, Nian is something of a slacker, preferring to play mahjong and plan independent movies rather than focus on work. However, when the chips are down, Nian shows her true colors as a draconian </span></span></span><strong><span><span>6</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Normal Defender</span></span></strong><span><span><span> whose unique blend of </span></span></span></span></span></span><span><span><span><strong><span><span>survival tools</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>defensive buffs</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>Arts damage</span></span></strong><span><span><span> can change the flow of battle.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>First, a special note: Nian is Arknight’s first limited gacha unit. She was available only on a special Chinese New Year banner and was not added to the regular gacha pool after the banner ended. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Nian’s E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Tectonic Armor</span></span></strong></span></span></span><span><span><span><span><span><span>, is a useful but generic buff that increases the HP of all allied Defenders, and her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Clairvoyance</span></span></strong></span></span></span><span><span><span><span><span><span>, grants her three “shields” upon deployment that block the first three hits she takes. This allows Nian to be used to absorb crushing enemy special abilities or to give your healers some breathing room when deployed in high-damage situations.</span></span></span></span></span></span></p> <p><span><span><span><span><span>Even after her <strong>Clairvoyance </strong></span></span></span></span></span><span><span><span><span><span><span>shields are consumed, Nian has a lot to offer. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Tin Burning</span></span></strong></span></span></span><span><span><span><span><span><span>, increases Nian’s ATK and already-high DEF and causes her attacks to deal Arts damage. Since Nian’s ATK is good for a Defender, </span></span></span></span></span></span><span><span><span><strong><span><span>Tin Burning</span></span></strong></span></span></span><span><span><span><span><span><span> can deal a decent amount of damage, especially against armored targets. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Copper Seal</span></span></strong></span></span></span><span><span><span><span><span><span>, is more defensive: while active, Nian stops attacking, gains a huge DEF boost and Block +1, and counters enemy attacks with an Arts-damage blast that also Silences the attacker (preventing their special abilities). However, all of this pales in comparison to the utility of her Skill 3, </span></span></span></span></span></span><span><span><span><strong><span><span>Iron Defense</span></span></strong></span></span></span><span><span><span><span><span><span>. It grants Nian a large ATK buff, but more importantly, it supports allies in a wide area around Nian by giving them bonus DEF, the Resist buff (halves duration of Stun, Cold, and Freeze), </span></span></span></span></span></span><span><span><span><span><em><span>and Block +1</span></em></span></span></span></span><span><span><span><span><span><span>. Nian giving herself Block +1 is already strong, but giving it to allies can be game-changing.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The power of a dragon is staggering, but it’s not always easy to harness. Like all Defenders, Nian costs a lot of DP to deploy, and her shields can be under-utilized if using her as a core team Defender. Her second and third Skills have pretty high SP costs, and </span></span></span></span></span></span><span><span><span><strong><span><span>Iron Defense, </span></span></strong></span></span></span><span><span><span><span><span><span>though strong, needs to be used with care: giving an AoE Guard (like Specter) Block +1 is great, but giving a Controller Specialist (like Manticore) Block +1 can get her killed. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Is Nian worth the effort? YES. Her great stats and potent Skills pack a punch that cannot be ignored. For this year and all others, here’s wishing you all good luck for your Chinese New Year pulls!</span></span></span></span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Talent: Physical and Arts Resist with half applied to adjacent allies<br> + Very durable DEF and HP with a strong DEF S1 option<br> + Extremely useful S2 that can replace the need for Specialists on some maps</span><br> <span style="color:red;">- S2 knocks enemies away from Croissant in all directions so enemies can be thrown in unintended directions if they aren't grouped together in front of her.<br> - S1 is automatic so it is not guaranteed to be active when you need it most, though it does have good up-time.<br></span>Overview<p><span><span><span><span><em><span>“My name's Croissant, and by golly yer in luck, Baws! Ya won't find many as good at their trade as I am! I'm strong, last forever, 'n if ya hire me right now, ya get a 20% discount!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Casual, carefree, and coin-obsessed, Croissant brings her complacent attitude and her considerable strength to Rhodes Island as a 5* Defender Operator. In addition to her crazy </span></span></span></span></span></span><span><span><span><strong><span><span>durability</span></span></strong></span></span></span><span><span><span><span><span><span>, Croissant dabbles in a few part-time odd jobs, including </span></span></span></span></span></span><span><span><span><strong><span><span>Pushing enemies</span></span></strong></span></span></span><span><span><span><span><span><span> and even a little </span></span></span></span></span></span><span><span><span><strong><span><span>team support</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Croissant supplements her top-tier HP and DEF with her </span></span></span></span></span></span><span><span><span><strong><span><span>Miracle Field</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which gives her and any adjacent allies a chance to resist incoming damage, be it Physical or Arts. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Auto Defense</span></span></strong></span></span></span><span><span><span><span><span><span>, increases her DEF and the activation chance of her Talent. The Skill’s automatic activation means it cannot be timed, but the long duration and short cooldown help to make up for this. Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Magnetic Hammer</span></span></strong></span></span></span><span><span><span><span><span><span>, is her big-payout Skill, pushing enemies away from her in all directions and Stunning them for a few seconds. Using </span></span></span></span></span></span><span><span><span><strong><span><span>Magnetic Hammer</span></span></strong></span></span></span><span><span><span><span><span><span>, Croissant can serve the same Pushing role as a Specialist like Shaw while also being an immovable tank. Be careful when using this Skill, however, as enemies can easily be launched in unintended directions!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Unfortunately, Croissant does have some shortcomings compared to a pure tank or a pure Pusher. </span></span></span></span></span></span><span><span><span><strong><span><span>Magnetic Hammer</span></span></strong></span></span></span><span><span><span><span><span><span> doesn’t help Croissant to mitigate damage and </span></span></span></span></span></span><span><span><span><strong><span><span>Auto Defense</span></span></strong></span></span></span><span><span><span><span><span><span> is not guaranteed to be used when you need it, so she can sometimes struggle as a tank. Meanwhile, she costs more DP to deploy than most Push Specialists and can only be deployed on ground tiles, which sometimes limits her pushing options. </span></span></span></span></span></span><span><span><span><strong><span><span>Magnetic Hammer</span></span></strong></span></span></span><span><span><span><span><span><span> also has a long cooldown, so she may not be able to push enemies as often as you’d like. That being said, all Doctors need good Defenders, and raising Croissant gives you both a good Defender and a Push Operator – a two-for-one deal! How can you say no?</span></span></span></span></span></span></p> |
A- |
Explanation
Summary<span style="color:green;">+ Extremely durable 4* with the highest DEF potential in the game<br> + Viable through all content<br> + 4 Block while skill is active<br></span> <span style="color:red;">- Very low ATK and dps<br> - S2: Doesn't attack during the duration</span>Overview<p><span><span><span><span><em><span>“Hm? Where am I? Who am I?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>In most video games, mysterious girls with amnesia are delicate waifs with healing powers. In Arknights, resident amnesiac Cuora is a </span></span></span></span></span></span><span><span><span><strong><span><span>4</span></span></strong></span></span></span><span><span><span><span><strong><span><span>★</span></span></strong></span></span></span></span><span><span><span><strong><span><span> Defender</span></span></strong></span></span></span><span><span><span><span><span><span> who smacks everything with a baseball bat and magically toughens her skin to resist incoming attacks. You’ve got to give her points for originality.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>You’ve also got to give her points for sheer sturdiness. Cuora is one of the most durable physical tanks in the game, between her DEF-increasing </span></span></span></span></span></span><span><span><span><strong><span><span>Defense Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> Talent and her outstanding Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Shell Defense</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill gives Cuora a massive DEF boost, steadily restores her HP, and increases her Block by +1. Being able to Block-4 is an extremely rare and powerful tool, and it makes Cuora useful to players of all skill levels in any level of content. Although </span></span></span></span></span></span><span><span><span><strong><span><span>Shell Defense</span></span></strong></span></span></span><span><span><span><span><span><span> does stop her from attacking, it allows Cuora to handle strength and numbers of enemies that would outright kill many other Operators (even other Defenders).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Keep in mind that while Cuora has enough DEF to shame a conch shell, she couldn’t kill a paper bag without help, and all that DEF doesn’t matter one whit when Arts damage enters the fray. With no innate Arts Resistance and no Arts mitigation in her kit, Cuora is very vulnerable to enemy Casters. High DEF doesn’t make her invincible, either; some physical enemies hit so hard and so fast that even Cuora can’t keep up with their damage output without heavy aid. However, this doesn’t change the fact that Cuora is one of the most commonly used Defenders in Arknights. Don’t take her lightly because of her 4</span></span></span></span></span></span><span><span><span><span><span><span><span>★</span></span></span></span></span></span></span><span><span><span><span><span><span> rarity: Cuora is reliable enough to serve players well into the lategame.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ A unique Normal Defender with the ability camouflage nearby allies<br> + S1: The skill can potentially give frontline vulnerable units a safeguard to heal up incase they get too low.<br> + S2: A very interesting skill that camouflages Heavyrain and all adjacent allies. It's got high potential to be useful against enemies that you're DPS can't normally get near.<br></span> <span style="color:red;">- S1: The requirement for allies to be under 50% HP makes it risky against tougher enemies that can burst down your squishy DPS before the effect can go off. The healing offered by this skill is mediocre.<br> - S2: Your squishy units could become vulnerable if they are not adjacent to Heavyrain when she camouflages, but are still in range of enemy attacks. .</span>Overview<p><span><span><span><span><span><span>Heavyrain, the zebra-inspired frontline soldier, can appear shy and retiring when you first talk to her. In actuality, she’s not shy at all—she’s simply bad at expressing herself, especially after she was betrayed by the person she thought was her best friend while fighting in the Sargon army. This betrayal resulted in Heavyrain’s entire unit being massacred, a memory that now fills her with rage and panic when her Rhodes Island allies are put into danger. It’s no surprise that Heavyrain now fights as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Normal Defender</span></span></strong></span></span></span><span><span><span><span><span><span> focused on </span></span></span></span></span></span><span><span><span><strong><span><span>protecting allies from ranged attacks</span></span></strong></span></span></span><span><span><span><span><span><span> with the </span></span></span></span></span></span><span><span><span><strong><span><span>Camouflage buff</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Right off the bat, Heavyrain’s </span></span></span></span></span></span><span><span><span><strong><span><span>Striped Camouflage</span></span></strong></span></span></span><span><span><span><span><span><span> Talent supports adjacent allies by offering some bonus Physical Dodge. Her Skills kick this up to the next level by granting the </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##Camouflage##stats"><span><span><span><span><span><span><span><span>Camouflage</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> buff, which prevents ranged enemies from targeting the buffed ally (although splash damage aimed at an adjacent target can still hit a Camouflaged Operator). Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Emergency Camouflage</span></span></strong></span></span></span><span><span><span><span><span><span>, automatically grants Camouflage and minor </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##HP-Regen##stats"><span><span><span><span><span><span><span><span>regeneration</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> to a nearby ally when they fall below 50% HP. The Skill charges quickly and can hold multiple charges, which—if activated on the same Operator—can prolong the duration of the Camouflage buff quite effectively. If multiple allies are in danger, pull out Heavyrain’s S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Group Camouflage</span></span></strong></span></span></span><span><span><span><span><span><span>, which grants Camouflage to Heavyrain and any allies in the four adjacent grids (as well as boosting Heavyrain’s HP and DEF for the duration).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The Camouflage buff is powerful, but it has to be used carefully. Heavyrain’s Skills have short durations and both have the potential to Camouflage Heavyrain herself, which can cause issues: if you deployed Heavyrain last so she would attract enemy aggro, but then she Camouflages herself, other allies might be targeted instead of her (even with S2, since it only covers directly adjacent allies). </span></span></span></span></span></span><span><span><span><strong><span><span>Emergency Camouflage</span></span></strong></span></span></span><span><span><span><span><span><span> (S1) can even backfire against enemies with splash damage; Heavyrain protects her ally, so the enemy targets Heavyrain, and the splash damage still hits Heavyrain’s ally anyway.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like real-life zebras, Heavyrain’s stripes aren’t a perfect defense. However, Heavyrain’s capacity to shield Operators from the wrath of enemies--even big bosses like Skullshatterer or Talulah--can buy valuable seconds to unleash a tide-turning Skill like Eyjafjalla’s </span></span></span></span></span></span><span><span><span><strong><span><span>Volcano </span></span></strong></span></span></span><span><span><span><span><span><span>or SilverAsh’s </span></span></span></span></span></span><span><span><span><strong><span><span>Truesilver Slash</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Talent: lowers attacker's ATK stat for 5s<br> + A very tanky defender similar to Cuora and Bison<br> + S2: Her niche is that she becomes a high priority enemy target and reflects damage back to attackers as physical damage based on 50% of her DEF stat.<br></span> = Compared to others in the same role she has higher Max HP but lower DEF<br> <span style="color:red;">- Because the reflected damage is physical it is reduced by enemy DEF<br> - Poor skill up time</span>Overview<p><span><span><span><span><span><span>Bubble is the daughter of the strongest warrior in her tribe… and she’s a complete disgrace. She’s known as “Bubble” because just one poke can knock her right over, bursting her like a soap bubble. To be fair to poor Bubble, her life hasn’t been easy: first she contracted Oripathy, then she got bundled off to Rhodes Island for her own safety, and now she has no idea when she might see her father again. Does that justify her rampaging around Rhodes Island, breaking down doors and knocking over the</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=1"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Robots</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>? Well… if nothing else, at least she can put in work as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Normal-Defender##null##cn##stats"><span><span><span><strong><span><span><span><span>Normal Defender</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>ATK debuffs</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>damage reflection </span></span></strong></span></span></span><span><span><span><span><span><span>to make up for it.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>To protect her fragile body from attack, Bubble carts around a giant spiky shield, which happens to be the source of her Talent. Her </span></span></span></span></span></span><span><span><span><strong><span><span>Spiked Shield</span></span></strong></span></span></span><span><span><span><span><span><span> triggers whenever Bubble is attacked, and it inflicts an </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##ATK-Debuff##stats"><span><span><span><span><span><span><span><span>ATK debuff</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> on anything that damages her. As long as Bubble can survive the first hit from an opponent, she’ll take reduced damage the rest of the time they’re attacking her, greatly enhancing her survivability. Also enhancing her survivability are her Skills. </span></span></span></span></span></span><span><span><span><strong><span><span>“Beaten Up”</span></span></strong></span></span></span><span><span><span><span><span><span> is particularly interesting: Bubble stops attacking enemies, she gains an enormous DEF boost and a </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Taunt##stats"><span><span><span><span><span><span><span><span>Taunt buff</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, and any enemy that attacks her takes Physical damage equal to a percentage of her DEF in return. Considering the DEF buff this Skill gives her, that damage can add up fast! </span></span></span></span></span></span><span><span><span><strong><span><span>“Beaten Up”</span></span></strong></span></span></span><span><span><span><span><span><span> gives Bubble a convenient way to retaliate against ranged enemies—it can even be used to kill flying enemies like Raptors—and the damage can be boosted even further with </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##DEF-Support##stats"><span><span><span><span><span><span><span><span>DEF buffs</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> from characters like Shining, Nian, or Aak.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Letting enemies literally kill themselves on Bubble’s spiked shield can be very entertaining, but it’s not a strategy without risks. Bubble isn’t quite as survivable as some of her fellow Normal Defenders: she can’t recover her own HP and she has no protection from Arts damage. </span></span></span></span></span></span><span><span><span><strong><span><span>Spiked Shield’s </span></span></strong></span></span></span><span><span><span><span><span><span>ATK debuff is very helpful, but she does have to take at least one attack at full damage before it activates, and </span></span></span></span></span></span><span><span><span><strong><span><span>“Beaten Up”</span></span></strong></span></span></span><span><span><span><span><span><span> has poor uptime. She’s also less accessible than fellow 4* Defender Cuora and doesn’t necessarily offer much more in return other than her </span></span></span></span></span></span><span><span><span><strong><span><span>“Beaten Up”</span></span></strong></span></span></span><span><span><span><span><span><span> gimmick. Still, don’t dismiss this little troublemaker out of hand. Her battle strategy may be singleminded, but it can be quite potent when aided by a creative Doctor’s placement and timing! </span></span></span></span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Talent: Increases own DEF and the DEF of any Guard or Vanguard deployed in the grid behind him<br> + Extremely durable Defender that rivals the DEF of Cuora<br> + Great when paired with frontline Guards like Astesia to give them a DEF boost (face him away for the buff)<br> + One of the few Operators with a "Taunt" Skill<br></span> = Considered a sidegrade to Cuora<br> = The usefulness of "Taunt" is very niche<br> <span style="color:red;">- High Deployment Cost<br> - Talent and S2 buffs have restrictive deployment requirements.<br> - Much more expensive to develop than Cuora who is just as durable, if not more.</span>Overview<p><em>"After getting to know more about the people at Penguin Logistics and talking to them, I began to understand that the world is much broader than I had thought. There's nothing wrong with structure and rules, but they don't necessarily apply to everyone."</em></p> <p><span><span><span><span><span><span>As the executive manager of Fengchi Logistics, friendly rival to Penguin Logistics, Bison has responsibilities far beyond those of an ordinary teenager. Though he is very mature and diligent, the inability to roam free as a courier weighs heavily on his heart. This may be why he puts himself in danger to help Rhodes Island as a </span></span></span></span></span></span><strong>5★</strong><span><span><span><strong><span><span> Normal Defender</span></span></strong><span><span><span>. His specialties of </span></span></span></span></span></span><span><span><span><strong><span><span>protecting nearby allies</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Taunting enemies</span></span></strong></span></span></span><span><span><span><span><span><span> make him one of the more traditional-feeling tanks in Arknights.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Positioning is very important with Bison. His Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Cross Cover</span></span></strong></span></span></span><span><span><span><span><span><span>, gives him extra DEF when he is deployed, but he will also grant the extra DEF to an ally in the space directly behind him if that ally is a Guard or Vanguard. Because Bison can Block-3, he can hold multiple enemies in place, allowing the Guard/ Vanguard behind him to rack up kills safely. (Protip: If you want him to buff a frontline Guard, just face him backward!) He doubles down on this concept with his Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Entrenchment</span></span></strong></span></span></span><span><span><span><span><span><span>: Bison stops attacking in order to gain a massive DEF boost, buff the DEF of all adjacent allies, and become a higher-priority target for enemies (in other words, Taunting them). This Skill has decent uptime, and the DEF boost multiplies Bison’s already-high base DEF to ludicrous levels. The Taunt ability of the Skill can also come in handy, especially if Operators get deployed out of order in a fight because you have to change strategies or plug a gap in your lines.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Bison resists physical attacks like a champ, but he’s terribly vulnerable to enemy Casters. His Skills only raise his DEF, he has no base RES, and he has no self-healing through his Talent or Skills, so enemy Arts damage tears him up like a wet paper towel. This can be particularly problematic if you activate his Skill 2 at the wrong time and aggro multiple enemy Casters at once! He’s also hard to put down on the field--not only is his DP cost rather high, but positioning him for maximum efficiency of his Talent and his S2 can be tricky. If you can keep Bison from biting off more than he can chew, however, you’ll have a Defender on your side who will never </span></span></span></span></span></span><span><span><span><span><em><span>hide</span></em></span></span></span></span><span><span><span><span><span><span> (sorry, bad pun) and does an excellent job of protecting not only himself, but his allies as well.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;">+ Talent: Passive Arts Resistance<br> + Huge HP and Arts Resist make him a great Arts Damage tank<br> + He's a middle ground between the Healing and DEF Defenders<br></span> <span style="color:red;">- Too niche to warrant heavy investment<br> - Lacks strong physical damage mitigation, so DEF Defenders are more durable<br> - Healing Defenders can usually handle Arts damage while providing more utility</span>Overview<p dir="ltr"><em>“I will not step back, not even if this shield shatters the very next second. Not because of my loyalty, but because of my conviction.”</em></p> <p dir="ltr">Matterhorn, trained from a young age to be bodyguard and protector of the SilverAsh family, now lends his shield and strength to Rhodes Island as a representative of the Karlan Trading Company of Kjerag. Matterhorn is a 4★ Defender who can block 3 enemies.</p> <p dir="ltr">Matterhorn specializes in tanking Arts Damage. He has base passive Arts Resistance (rare for non-healing Defenders), and his Talent, <strong>Snowfield Guard</strong>, raises it even more. When increased even further by his Skill 2, <strong>Cold Resistance</strong>, he boasts one of the highest Arts Resistance stats of any Defender.</p> <p dir="ltr">Unfortunately for Matterhorn, the need to mitigate Arts Damage is a very niche role, and it can often be handled just as well by a Healing Defender (who would bring the additional benefit of being able to heal allies). Hard-hitting Physical damage Elite and Boss enemies are much more common, and Matterhorn lacks Skills to significantly raise his Defense. For physical damage mitigation, he even lags behind some lower-rarity options.</p> <p dir="ltr">Overall, Matterhorn is not a bad option for early-game players as a well-rounded defender (especially since Heal Defenders can only block 2 before E1). In the mid- to late-game, min/maxers may enjoy finding ways to utilize his great Arts Resistance to the best effect, but for most players his niche use likely will not justify the investment costs.</p> <p> </p> |
C |
Explanation
Summary<span style="color:green;">+ Good HP, especially if you max Trust and Potential<br> + Useful on some early-game Challenge Modes with her self-sustain<br></span> <span style="color:red;">- A DEF-focused Defender is almost always preferable to an HP Defender except vs Casters, and against them Healing Defenders are usually best.<br> - Harder to max potential because she is not available in recruitment.</span>Overview<p><span><span><span><span><em><span>“Heeellooo! I've never been in such a huge mobile facility before! I'm so excited! Merry of the Cardigan here. Are you the Doctor?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>A skiing fanatic and a former member of the Leithanien Bobsled Patrol Team. Clumsy but cheerful, Cardigan supports Rhodes Island’s Team A4 as a </span></span></span></span></span></span><span><span><span><strong><span><span>3* Defender</span></span></strong></span></span></span><span><span><span><span><span><span> with an emphasis on </span></span></span></span></span></span><span><span><span><strong><span><span>HP</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Perhaps as a representation of her boundless energy, Cardigan’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Max HP Up</span></span></strong></span></span></span><span><span><span><span><span><span>, passively increases her maximum HP after E1 promotion. This works well with her Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Regeneration α</span></span></strong></span></span></span><span><span><span><span><span><span>, which restores a percentage of Cardigan’s max HP when activated. Judicious use of this Skill can make Cardigan a decent option for tanking enemy Casters despite her lack of RES, as she can shrug off their Arts with a self-heal and keep face-tanking for a while longer.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Cardigan runs into problems when facing strong enemies that hit harder than her HP pool can handle. Her self-heal is great for sustain, but it doesn’t increase her ability to mitigate damage. Lacking an E2 promotion also limits Cardigan’s ability to contribute in the long term, and at present she is not available from Recruitment, which makes her a little less accessible than her 3* ranking would suggest. Despite this, all Doctors should have at least two sturdy Defenders to form the backbone of their squad, and Cardigan is a good early choice for the job.</span></span></span></span></span></span></p> <p> </p>
Explanation
Summary<span style="color:green;">+ The default early-game Defender if you don't get someone better<br> + Decent stats with passive DEF and DEF increasing Skill<br> + Easily to max Potential, and cheap to develop and deploy<br></span> <span style="color:red;">- Fairly long Skill cooldown</span>Overview<p><span><span><span><span><em><span>“Finally, FINALLY! Now nobody's going to call me "the Rookiest Rookie in the Rookieverse" anymore!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Like her namesake, Beagle is a sweet, loving individual who just wants to be useful to the people she cares about. She, Fang, and Kroos used to work together at a Columbian outskirts garrison, but when Beagle came down with Oripathy, all three were banished. Beagle used to blame herself for ruining Fang and Kroos’ careers, but now that the trio have come to Rhodes Island, Beagle has been able to blossom as a <strong>3</strong></span></span></span></span></span></span><strong>★</strong><span><span><span><strong><span><span> Normal Defender</span></span></strong><span><span><span> specializing in </span></span></span></span></span></span><span><span><span><strong><span><span>physical defense</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Beagle is the baseline unit for Defenders in Arknights. Everything about her kit is focused entirely on mitigating physical damage. She gains bonus DEF from her Potential bonuses, her Trust bonuses, and her Talent—appropriately called </span></span></span></span></span></span><span><span><span><strong><span><span>DEF Up</span></span></strong></span></span></span><span><span><span><span><span><span>—and her Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>DEF Up α</span></span></strong></span></span></span><span><span><span><span><span><span>, offers another DEF buff on top of everything else. Because she can Block up to 3 enemies and shrug off their attacks fairly easily, she’s often one of the best Defenders for Doctors to raise early in their Arknights careers.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Being a 3* unit, Beagle can promote to E1, but not to E2, which limits her ability to keep up with higher-rarity Operators. She also has no way to mitigate enemy Arts damage, which becomes increasingly common in higher-end content. Despite this, Beagle remains useful for a surprisingly long time. Doctors often need multiple Defenders to cover different parts of a map, and Beagle’s low rarity means she is cheap to raise and has a comparatively low DP cost. With just a little love, this loyal Defender can put in a lot of good work. </span></span></span></span></span></span></p> <p> </p> |
C- |
Explanation
Summary<span style="color:green;">+ Costs almost nothing.<br> + Takes no deployment slot.<br></span> <span style="color:red;">- Effect is fairly weak.<br></span>Overview<p><strong>Credits: </strong> Mel, MJYW</p> <p>"Greetings, I'm Friston. That's right, it's 'Friston', not 'Friston-3'. I'm not a copy, let alone a copy of a copy. I hope you can understand."</p> <p>------------------------------------------------</p> <p>Rhode Island's first self-developed S-C type intelligent operation platform!</p> <p>Closure is personally responsible for the entire process of concept design, landing assembly, and test application development, and have completed a comprehensive innovation from the underlying code to external modules!</p> <p>"He has the best combat equipment!"</p> <p>"He has deep learning and adaptive capabilities!"</p> <p>"He has a rich 'paralinguistic symbol system' that is not inferior to humans!"</p> <p>"He has a self-regulated sense of entertainment!"</p> <p>…</p> <p>"He's Friston-3!"</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/u/1779169457">过失帝国</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/598/Shuuichi_Ikeda">Shuichi Ikeda</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 1★ </p> <p dir="ltr"><strong>Archetype</strong>: Defender [Normal / Protector]</p> <p><strong>Trait:</strong> Blocks 3 enemies and ignores the Deployment Limit, but has a long Redeployment Time</p> <p><strong>Talent:</strong> For a few seconds after FRISTON-3 is deployed, friendly units in the surrounding 8 tiles receive reduced damage.</p> |
D+ |
Explanation
Summary<span style="color:green;">+ Very cheap to deploy and develop Defender and effective for early game<br></span> <span style="color:red;">- Getting max potential Beagle is easier as you don't need to fish for Starter tag</span>Overview<p><span><span><span><span><em><span>“There's always the need for guys like me, you know? Nah, I'm not trying to act high and mighty. What I'm saying is: when you have a VIP plus a lot of danger, you need a guy to stand between them, that's all.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>His mask may make him seem distant, cold, and a little too much like the Phantom of the Opera, but nothing could be farther from the truth. Noir Corne (meaning “black horn”) is a Rhodes Island veteran who treats his juniors with warmth and generosity, watching their backs as a </span></span></span></span></span></span><span><span><span><strong><span><span>2* Defender</span></span></strong></span></span></span><span><span><span><span><span><span> and one of the </span></span></span></span></span></span><span><span><span><strong><span><span>Starter</span></span></strong></span></span></span><span><span><span><span><span><span> Operators in Arknights.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a 2* Operator, Noir Corne has no Skills, nor can he be promoted. However, he does earn a Talent at level 30: </span></span></span></span></span></span><span><span><span><strong><span><span>Improved Armor</span></span></strong></span></span></span><span><span><span><span><span><span>, which passively increases his HP and DEF. This gives him a tanking power spike that allows him to be useful for longer than his low maximum level would suggest. Combined with his ability to </span></span></span></span></span></span><span><span><span><strong><span><span>Block up to 3 enemies</span></span></strong></span></span></span><span><span><span><span><span><span> at once, Noir Corne can be a good low-investment meat shield, but his inability to promote means he won’t be able to survive high-level enemy fire. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>He is valuable enough early on that it can be worth leveling him, especially if you are short on other Defenders. Early in the game, he can spearhead your main defense; in the midgame, he can still be used to guard alternate enemy routes or catch enemies that slip past your main lines.</span></span></span></span></span></span></p> <p> </p> |
Defender Sentinel Protector
S |
Explanation
Summary<span style="color:green;">+ Shield: Very flexible option. Can be used for extra blocking, pseudo-self sustain, or skill charging.<br> + S2: Expanded range and high DPS for a Defender, in addition to added bulk. The added bulk on her S2 includes Arts dodge which is useful since most Defenders struggle against Arts damage.<br> + S3: High ATK stat lets her take on high-DEF enemies. Big duration Stun that can be triggered on demand. Stun can be optimized to be used at least twice per activation. Ammo based skills always add a nice bit of flexibility.<br> + Can hit airborne enemies.<br></span> = While extremely flexible, Arknights tends to favor more dedicated options. Jessica has neither the bulk of Protectors nor the damage of Fortresses.<br> <span style="color:red;">- S2: Extra bulk is RNG. The odds are fairly high which adds to consistency but can still lead to irritating failures. Low ATK value means the otherwise good DPS is only effective against trash enemies.<br> - S3: Relatively low DPS and long attack interval.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Sestura</p> <p>"Long time no see, Doc, nice to be able to work for you again. Yeah, I've changed a lot. I'd really like to chat with you if you can find the time...”</p> <p>------------------------------------------------</p> <p>"I still remember the first time I met them in the hallway a few years ago. Liskarm and Franka always walked in the front, and Jessica timidly followed behind. She would immediately blush whenever she met anyone in the eyes, as if she wanted to disappear into the ground immediately."</p> <p>"I don't know if they would still team up and go on missions together in the future."</p> <p>"Well, they are all capable operators on their own now, and they each have their own things to be busy with, so it should be... Ah, Ms. Liskarm, Ms. Franka, good morning. And who is behind you..."</p> <p>Liskarm and Franka turned sideways, revealing the girl who had been following them. Noticing that someone was looking at her, the girl was taken aback for a moment, but then smiled back warmly.</p> <p>Yet the red ears behind her hair still betrayed her shyness.</p> <p>------------------------------------------------</p> <p><strong>Original Design:</strong> <a href="https://weibo.com/u/5763547141">m9nokuro</a></p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/n/Cenm0">Cenm0</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/111/Ryou_Hirohashi">Ryo Hirahashi</a></p> <p>------------------------------------------------</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★ </p> <p dir="ltr"><strong>Archetype</strong>: Defender [Sentry Protector]</p> <p><strong>Trait:</strong> Can block 3 enemies. Can perform ranged attacks</p> <p><strong>Talent 1:</strong> Can use a mobile shield that lasts for several seconds. The mobile shield can only be placed in the 4 tiles adjacent to Jessica. After shield deployment, Jessica immediately shifts to face the shield and units behind her gain increased DEF.</p> <p><strong>Skill 1:</strong> When skill is activated, increase ATK. Increase self and shield's DEF and the duration of the mobile shield. Infinite duration.</p> <p> </p> <p><strong>Skill 2:</strong> When skill is activated, expand Attack Range, increase ATK and reduce Attack Interval. Gain a certain percentage of Physical and Arts Evasion.</p> <p> </p> <p><strong>Skill 3:</strong> When skill is activated, extend Attack Range, increase Attack Interval, increase ATK and DEF, increase shield's DEF. When mobile shield is deployed, Jessica immediately fires a shell forward. The shell explodes upon hitting a target or reaching the maximum range, dealing a certain amount of Physical damage to all enemies within range and Stunning them for several seconds. Gain a certain amount of ammo when skill is activated, and the skill ends when all ammo is spent (can stop the skill at any time)</p> |
A |
Explanation
Summary<span style="color:green;">+ DPS Defender<br> + Performs ranged attacks that can hit aerial enemies<br> + E2 Talent: Passive Arts Resistance<br> + Talent: When attacked, grants +1 SP to self and random adjacent ally<br> + S2: Strong Arts damage and stun<br> + S1: Good DEF Skill<br></span> <span style="color:red;">- S2: Self-stun can troll you<br> - S1: Automatic activation means it is not completely reliable<br> - Not as durable as the other 5 and 6* DEF Defenders<br></span>Overview<p dir="ltr"><em>“Thunder ROAR!”</em></p> <p dir="ltr">Often underestimated because of her race and small stature, this pragmatic yet determined Blacksteel security consultant has an electrifying stare that surges across the battlefield. Liskarm is a 5★ Defender specializing in DPS, ranged attacks, and SP generation. </p> <p dir="ltr">Through the use of her pistol, Liskarm has extended range and can hit aerial enemies making her unique in the Defender lineup. Her Talent, <strong>Tactical Defense</strong>, is one engine in the SP-charge-and-skill-spam meme machine; it restores one skill point to her and a random adjacent operator when she gets attacked. At Elite 2 she gains an additional Talent, <strong>Thunder Resistance</strong>, which makes her one of the few Defense/DPS Defenders to have innate Arts Resistance.</p> <p dir="ltr">Her first Skill, <strong>Charged Defense</strong>, significantly increases Liskarm’s defensive capabilities automatically. Her second Skill, <strong>Counter Arc</strong>, turns her into a multi-attack thunderstorm dealing <strong>Arts</strong> damage to multiple units with a small stun chance. Because of the offensive nature of the skill, Liskarm relies on the stun to help alleviate damage taken. This skill is especially useful against groups and heavily armored enemies. The price Liskarm pays for the power surge is exhaustion; she is stunned for 5 seconds after the skill duration. Since she cannot block while stunned, there is a danger that enemies will leak past her if it is used recklessly without proper back-up. With careful positioning Liskarm can turn the tide of battle, while empowering her allies while blocking, stunning, and dealing massive damage to her enemies.</p> |
A- |
Explanation
Summary<span style="color:green;">+ A DPS oriented Defender with the ability to AOE stun targets<br> + Bonus damage on Stunned targets and bonus physical block when there is a high tile behind or to the side of Blitz<br> + long range basic attacks and ability to attack drones<br> + S1: Good AOE stun and silence with a short cooldown. Decent sized AOE and at m3 can be used immediately after deployment.<br> + S2: Long duration Stun on enemies that he has blocked. Huge ASPD and damage increase on the stunned targets can dish out good damage.<br></span> <span style="color:red;">- S1: limited to 4 uses per deployment<br></span>Overview<p><span><span><span><span><em><span>"Rainbow member, codename Blitz. Give me the order, and I'll slap this shield into the target's face!"</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Elias Kötz, codename Blitz, is one of the Rainbow 6 members who has been signed onto Rhodes Island for a limited time after the Watchtower 33 incident. Known among his teammates for being silly and optimistic, quick with a joke as well as a flashbang, Blitz has taken to Rhodes Island fairly well… although the state of technology in the Arknights world has left him a bit baffled. Regardless, he’s doing his best as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Normal Defender</span></span></strong></span></span></span><span><span><span><span><span><span> for Rhodes Island, one who focuses on </span></span></span></span></span></span><span><span><span><strong><span><span>disabling enemies</span></span></strong></span></span></span><span><span><span><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>Stuns and Silences</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Blitz is the first gun-wielding Defender since Liskarm, which means he has a two-grid-long attack range instead of the usual 0-grid attack range of a Normal Defender. His Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Shielded Shooting</span></span></strong></span></span></span><span><span><span><span><span><span>, makes this increased range more important: Blitz prioritizes attacking Stunned enemies and has increased ATK when hitting them.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Obviously this works great with other Operators who can Stun enemies, but Blitz can also do it himself with his Skills. His S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Flash Shield</span></span></strong></span></span></span><span><span><span><span><span><span>, Stuns and Silences all enemies in an area in front of him, and at max Skill Level, it can be used immediately upon deployment. Meanwhile, his </span></span></span></span></span></span><span><span><span><strong><span><span>Shield Bash</span></span></strong></span></span></span><span><span><span><span><span><span> Skill inflicts Stun on all enemies Blitz is Blocking, then buffs his own ASPD and the bonus ATK he gets from his Talent for a few seconds. With </span></span></span></span></span></span><span><span><span><strong><span><span>Shield Bash</span></span></strong></span></span></span><span><span><span><span><span><span> active, Blitz can output some impressive damage for a Defender.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Stuns are very powerful, so Blitz’s focus on them gives him a lot of general-purpose utility. However, the trade-off is that Blitz lacks any boosts to his personal survivability, other than the unreliable Physical Block from his Talent 2. Since Defenders are often employed to Block and survive multiple enemies, this is a bit of a drawback. Furthermore, Blitz’s S2 has poor uptime and his S1 can only be used 4 times per deployment, so choosing when to use his Skills is very important. It’s clear that tactical positioning and timing are vital for using Blitz. If you can bring both of these qualities to the field, then Blitz’s explosive shield-bashes should serve you well indeed.</span></span></span></span></span></span></p> <p> </p> |
Guard AoE / Centurion
S+ |
Explanation
Summary<span style="color:green;">+ A centurion guard with a diverse kit able to handle larger waves of enemies<br> + Talent: gains ATK and DEF buff that increases the more enemies blocked. Gains bonus healing when on low HP<br> + S1: This provides gavial with some powerful self healing, especially when attacking multiple enemies.<br> + S2: Greatly expands her range, and boosts her ATK and DEF. The pull effect on this skill also provides many useful benefits such as crowd control and the ability to group enemies from multiple lanes together.<br> + S3: This skill is good for large waves of enemies due to the increased DPS and block count. Its damage reduction also provides her with a much needed boost to her survivability.<br></span> <span style="color:red;">- S1: Will often still need support healing against enemies with higher DEF or when caught with the skill down.<br> - S3: She can easily die to the after effects of this skill if she has taken a lot of damage.<br></span>Overview<p><span><span><span>Some of you might remember that <a href="https://gamepress.gg/arknights/operator/gavial">Gavial</a>, a 4* Medic Operator, used to be a mercenary before she joined Rhodes Island. Stories have abounded about Gavial’s incredible physical strength, up to and including concussing people with her healing staff, but the Doctor has never been able to use her old skills on the battlefield… until now! Her Alter Form, Gavial the Invincible, is going back to those roots, wielding a wicked axe as a <strong>6* Centurion Guard</strong> who gets <strong>stronger the more enemies she Blocks</strong>, strikes in an <strong>increased attack range</strong>, and <strong>delays damage she takes</strong>.</span></span></span></p> <p><span><span><span>Centurion Guards can attack a number of enemies equal to their Block count. Gavialter leans into this role heavily with her E1 Talent, <strong>Battle Axe</strong>, which increases her ATK and DEF for every enemy she is currently Blocking. She hasn’t forgotten her time at Rhodes Island, however; her E2 Talent is her <strong>Medical Background</strong>, which increases the amount of healing she receives. This Talent increases in potency when Gavialter is below a certain percentage of HP, helping to prevent Gavialter from being overwhelmed by all the enemies she’ll be Blocking.</span></span></span></p> <p><span><span><span>Gavialter is capable of healing herself with her S1, <strong>Precision Strikes</strong>, which increases her ATK and heals her for a percentage of the damage she deals. However, you’re missing out on a lot of power with this Skill. Consider instead her <strong>Chainsaw Assault </strong>S2, which <em>massively</em> increases Gavialter’s ATK, DEF, and attack range. This Skill also pulls unblocked enemies toward Gavialter, putting them in Block range sooner to pump up the <strong>Battle Axe</strong> buff. Then there’s her <strong>Jungle Spirit</strong> S3, which gives a large ATK and ASPD buff along with increased Block count (for more <strong>Battle Axe</strong> shenanigans). <strong>Jungle Spirit</strong> doesn’t give a DEF buff like <strong>Chainsaw Assault</strong> does, but it DOES increase Gavialter’s survivability in a different way: it “delays” half of the damage that Gavialter takes and inflicts it slowly over a period of several seconds after the Skill ends. The slowly returning damage can easily be healed off by a Medic, making Gavialter literally twice as hard to kill while <strong>Jungle Spirit</strong> is active.</span></span></span></p> <p><span><span><span>Like many Operators, Gavialter has some tough decisions to make for maximizing her effectiveness. She’s very powerful, but she needs support to really shine—she has no reliable self-sustain (even with <strong>Precision Strikes</strong>, she will have periods of downtime where the Skill is not active) and she has to choose between the increased attack range on S2 versus the increased Block/ survivability on S3. Her Skills have good uptime, but none are permanent buffs, so timing them correctly is important (you don’t want S3’s Block +2 to wear off while Gavialter is Blocking too many enemies, for example).</span></span></span></p> <p><span><span><span>Fortunately, there are a lot of good partners (and some truly <a href="https://gamepress.gg/arknights/operator/mlynar">exceptional ones</a>) who can cover Gavialter’s blind spots. On her own, Gavialter is pretty good. With minimal support from a healer, Gavialter is <em>very</em> good. Paired with Operators who can sustain her and back up her Skill downtime, Gavial the Invincible is… well, virtually invincible.</span></span></span></p> |
S |
Explanation
Summary<span style="color:green;"> + A Centurion Guard that specializes in holding lanes down and clearing trash mobs.<br> + S2: A steroid that gives her a damage boost and considerable tankiness for an infinite duration, which lets Blaze excel in clearing out mobs of medium-strength enemies on long maps (particularly Annihilations).<br> + S2: The range extension allows for versatility in setups. Her ability to hit over walls can let her provide DPS to two separated lanes, and she can also hit enemies while behind other Operators.<br> + Talents are quite handy for holding against / dueling enemies through statuses such as Stun and Freeze.<br></span> = Elite 2 Promotion is important for Centurions as it grants +1 Block, which also lets her attack an additional enemy.<br> <span style="color:red;"> - S2: Long wind-up can leave her exposed in maps with fast, aggressive starts and powerful early mobs.<br> - S2: While strong, the stat boosts pale in comparison to more typical manually activated skills (such as Gavialter S2 and Mudrock S3).<br> - S3: A clunky cross between a DPS steroid </span>Overview<p><span><span><span><span><em><span>"If you need my help, no need to be shy - just spit it out! Put your faith in me, and I put my faith in you. You command, I fight, simple as that! Right now, we're the best partners in Rhodes Island! Oh, but don't tell Amiya I said that just now."</span></em></span></span></span></span></p> <p> </p> <p><span><span><span><span><span><span>She may not be good at explaining her powers, but there’s no denying that she’s aces at using them! </span></span></span><strong><span><span>6</span></span></strong></span></span></span>★<span><span><span><strong><span><span>Centurion Guard</span></span></strong></span></span></span><span><span><span><span><span><span> Blaze uses her combustive Originium powers to turn her chainsaw-on-a-stick into a weapon of mass destruction, dealing enormous amounts of DPS while also ensuring her own survival with various tools and tricks.</span></span></span></span></span></span></p> <p> </p> <p><span><span><span><span><span><span>Blaze’s S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Chainsaw Extension Module</span></span></strong></span></span></span><span><span><span><span><span><span>, is her claim to fame. After a long wind-up, this Skill gives permanent buffs to her ATK, DEF, and attack range, which lets her fulfill her role as a cornerstone unit quite reliably. Not only does the range extension let her get the jump on enemies by allowing Blaze to immediately cut them down before they can properly retaliate, it also allows for some nifty versatility in defensive set-ups</span></span></span></span></span></span><span><span><span><span><span><span><span>—Blaze’s ability to hit over walls can let her provide additional DPS to a completely separate lane, while her ability to hit over other Operators (e.g., Defenders like Saria) can allow for phalanx-like setups to completely secure a line. Blaze’s other skills are nifty enough to cover situations where her S2’s long wind-up might fail her; her S1 </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Power Strike γ</span></span></strong></span></span></span></span><span><span><span><span><span><span><span> gives her ample power in shorter maps, while her S3 </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Boiling Burst </span></span></strong></span></span></span></span><span><span><span><span><span><span><span>gives her the ability to deal burst damage to a specific wave or two. Still, there is no denying that it’s Blaze’s S2 which maintains her position as a reliable cornerstone in the broader context of the game.</span></span></span></span></span></span></span></p> <p><span><span><span><span><span><span><span>Her two Talents are purely about bailing her out of sticky situations. Her first talent, </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Emergency Defibrillation, </span></span></strong></span></span></span></span><span><span><span><span><span><span><span>gives her pinch HP recovery and, more importantly, temporary immortality the first time she falls below 25% HP, which can be handy for buying her a few extra seconds before the cavalry arrives. Her second Talent, </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Harsh Training</span></span></strong></span></span></span></span><span><span><span><span><span><span><span>, gives her </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Status Resistance </span></span></strong></span></span></span></span><span><span><span><span><span><span><span>after a short wind-up. This is useful for maps that prominently feature status effects, such as Chapter 6 maps infested with Infused Glacial Originium Slugs (Ice Spiders), as the Status Resistance lets her better hold the line in scenarios that other laneholders would otherwise need more help with.</span></span></span></span></span></span></span></p> <p><span><span><span><span><span><span><span>Blaze is all about her S2 and the slow-starting playstyle it represents, and her Module even goes out of its way to emphasize this further—in addition to the generic Module upgrade of getting increased Attack against blocked enemies, </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>CEN-X: Overloaded Weapons, Overheated Heart</span></span></strong></span></span></span></span><span><span><span><span><span><span><span> also improves </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Harsh Training </span></span></strong></span></span></span></span><span><span><span><span><span><span><span>by tacking on additional boosts to ATK and ASPD for Blaze to claim the longer she stays deployed. Still, this same focus on her S2 also comes with a heavy caveat; perhaps as a drawback of the Skill having an infinite duration, the stat boosts themselves aren’t as strong as manually activated skills from other Operators. This means that, while Blaze does excel at clearing out medium-strength mobs with relative ease, stronger foes staggered between waves can give her some trouble. </span></span></span></span></span></span></span></p> <p><span><span><span><span><span><span><span>Compared to her contemporaries (including her most direct competitor, fellow 6</span></span></span></span></span></span></span>★<span><span><span><span><span><span><span> Centurion Gavial the Invincible) who use their windows of power to match strong enemy waves, Blaze’s niche as a unit is about maintaining a high floor performance for the duration of a map—this is perhaps both her biggest strength and weakness. Still, despite the relative simplicity of her kit, she is very much capable of being the pillar that holds your squad together, given adequate support for any particularly dangerous enemies that may come her way.</span></span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Trait: Attack multiple enemies equal to block count<br> + Talents: Increase Max HP +10% and recover HP every second<br> + Extremely high damage potential<br> + S2: Great Survivability with period of "unable to be killed"<br></span> <span style="color:red;">- S2: applies self-stun after Duration, where she cannot attack or block<br> - High DP Cost</span>Overview<p dir="ltr"><em>"Ahahah... I am Specter, that is what the spirits call me... That kind doctor informed me that I may only receive further treatment by serving Rhodes Island... Yes, of course, my powers are yours to command."</em></p> <p dir="ltr">The mentally unstable nun of Rhodes Island and The Abyssal Hunters' finest killing machine, Specter prowls the battlefield looking for her next prey. Specter is an <strong>AoE Guard</strong> who specializes in Survival and damage output. The number of enemies she can attack simultaneously is equal to her block number, which is two targets at base level, increasing to three upon promotion to elite 2.</p> <p dir="ltr">Specter’s playstyle is all about dishing out damage. Her first<strong> </strong>Skill:<strong> Attack up Y</strong>, increases her already good ATK, but it is her<strong> </strong>second skill:<strong> Bone Fracture</strong>, that truly makes her unique. It triggers her mental instability and she refuses to die for the duration of the Skill while increasing her ATK. The drawback to immortality is that once she regains her consciousness, Specter becomes incapacitated, and is unable to block or attack until she recovers (this can also prevent her from dying immediately when her immortality wears off, however, so it isn't all bad). Her E2 Talent, <strong>Abyssal Regeneration</strong>, also aids her survival and recovery by restoring a percentage of her Max HP every second (also quite useful for stages with "poison fog" that damages all Operators over time)</p> <p dir="ltr">Like all AoE Guards, Specter pays for her increased damage potential with a higher Deployment Cost, making her harder to get into battle on maps with tight DP constraints, and a less valuable play if her AoE cannot be fully utilized. Despite her drawbacks, Specter has high ATK and can do some serious damage. In the hands of an experienced Doctor, her high damage potential and tactical undeath can help lead the team to victory. This is one crazy nun you want on your squad... Just don't get on her nerves.</p> |
A |
Explanation
Summary<span style="color:green;">+ Trait: Attack multiple enemies equal to Block count<br> + Talent: When blocking 2 or more enemies, ATK and DEF increase<br> + S2: Deals extremely large amounts of multi-target Arts damage for a Melee unit and the manual activation allows it to be saved until needed. The extended range can provide some crowd control and allow for protection.<br></span> <span style="color:red;"> - Very easily killed when blocking compared to Blaze and Specter due to his lack of strong defensive abilities<br> - S2: Needs to be timed since the self-stun causes hm to stop blocking.</span>Overview<p><span><span><span><span><span><span>Does Broca’s scary expression unsettle you? As a bodyguard for a gang leader, Broca trained himself to maintain a sinister expression at all times in order to look intimidating. Of course, who needs a scary expression when you’ve got a giant electrified drill? As a </span></span></span></span></span></span><span><span><span><strong><span><span>5* AoE Guard</span></span></strong></span></span></span><span><span><span><span><span><span>, Broca strikes fear (and metal) into the hearts of multiple enemies at once, </span></span></span></span></span></span><span><span><span><strong><span><span>attacking as many enemies as he can Block</span></span></strong></span></span></span><span><span><span><span><span><span> and dealing both </span></span></span></span></span></span><span><span><span><strong><span><span>physical and Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span> to his victims.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Broca is built for mass murder. Not only can he Block-3 once he E2-promotes, but his </span></span></span></span></span></span><span><span><span><strong><span><span>Drill Fortification</span></span></strong></span></span></span><span><span><span><span><span><span> Talent increases his ATK and DEF whenever he is blocking 2 or more foes at the same time. His Skills ensure that he has enough DPS for every combatant to get a piece, especially his Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>High Voltage Current</span></span></strong></span></span></span><span><span><span><span><span><span>. In addition to a huge ATK boost and a Slow effect, it also turns Broca’s attacks into Arts damage and extends his attack range, allowing him to attack from safely behind another Operator if he so desires. Even with the downsides (the Skill reduces Broca’s attack speed and self-Stuns once it ends), the DPS from this Skill is simply insane.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In order to attain this kind of damage potential, Broca has had to min-max for DPS over survivability. Most AoE Guards have some kind of defensive tool to help them survive Blocking multiple enemies at once, but Broca only gets a small DEF boost from his Talent, which usually won’t save him if things go south. Using </span></span></span></span></span></span><span><span><span><strong><span><span>High Voltage Current</span></span></strong></span></span></span><span><span><span><span><span><span> also requires an excellent sense of timing or an extra Operator to block for Broca, as anything he doesn’t kill can walk right past him once he is Stunned. However, “things Broca doesn’t kill” is a pretty small pool of names. Very few enemies can survive Broca’s full voltaic fury, making him well worth the effort to deploy and use.</span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Attacks multiple enemies equal to block count<br> + Talent: When an enemy dies within 8 grids of herself, recover HP<br> + Decent self sustain vs large quantity of weak mobs<br></span> = Recruit only, but the Tags are fairly common<br> <span style="color:red;">- Low DEF combined with S2's "unable to be healed" makes her a risky choice that must be well handled</span>Overview<p><span><span><span><span><em><span>“H-hello... Uh... s-sorry, my horns... I accidentally broke your office door with my horns...”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Estelle is horribly self-conscious about her giant horns, which are not natural to her race but were triggered by her Oripathy infection. It’s a constant struggle for her not to withdraw from her friends and allies due to her anxiety and self-loathing. However, she’s not anxious during battle, where she stands firm as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* AoE Guard</span></span></strong></span></span></span><span><span><span><span><span><span>, able to </span></span></span></span></span></span><span><span><span><strong><span><span>Block-3</span></span></strong></span></span></span><span><span><span><span><span><span> after E2 promotion and </span></span></span></span></span></span><span><span><span><strong><span><span>survive</span></span></strong></span></span></span><span><span><span><span><span><span> through waves of enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Because Estelle doesn’t want her allies to see her fighting, she has adopted a self-sufficient fighting style. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Sacrificial Strike</span></span></strong></span></span></span><span><span><span><span><span><span>, gives her a large ATK buff, but prevents her from being healed by allies for the duration (although passive healing from Talents like Perfumer’s </span></span></span></span></span></span><span><span><span><strong><span><span>Lavender</span></span></strong></span></span></span><span><span><span><span><span><span> or Angelina’s </span></span></span></span></span></span><span><span><span><strong><span><span>Part-Time Job</span></span></strong></span></span></span><span><span><span><span><span><span> still work). While </span></span></span></span></span></span><span><span><span><strong><span><span>Sacrificial Strike</span></span></strong></span></span></span><span><span><span><span><span><span> is active, Estelle relies on her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Self-Healing</span></span></strong></span></span></span><span><span><span><span><span><span>, which restores HP whenever an enemy dies in a square surrounding her. Because Estelle can attack multiple targets, she can rack up multiple kills at once and heal herself for a large chunk of HP.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite her 4* rarity, Estelle is not a very beginner-friendly Operator. Like other AoE Guards, in order to really shine, she desperately needs to be promoted to E2 so she can Block-3 and attack 3 targets at once. Her high DP cost (another common trait for AoE Guards) can be a barrier as well. Even once you get her on the field, triggering </span></span></span></span></span></span><span><span><span><strong><span><span>Sacrificial Strike</span></span></strong></span></span></span><span><span><span><span><span><span> at the wrong time can mean certain death, especially if she’s blocking multiple enemies at the time. However, because of her self-sustain and AoE strikes, a skilled Doctor can rely on Estelle to hold off hordes of weaker enemies virtually indefinitely.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Trait: Attacks multiple enemies equal to block count<br> + Talent: Increases ATK and DEF when adjacent to 2 or more raised grids<br> + Decent multi-target killing with either S1 or S2<br></span> = Very average Stats<br> <span style="color:red;">- S1: has a 4 Star power grade<br> - S2: has a long cool-down for an on-attack Skill<br> - Doesn't stand-out at either DPSing or blocking.</span>Overview<p dir="ltr"><em>"Was I able to protect everyone? … Thank goodness … Hope I can continue to stay with you and Amiya forever and ever!"</em></p> <p dir="ltr">Savage is an old friend of Rhodes Island and she cared for Amiya when they both lived in Rim Billiton. She now lends Amiya her destructive strength as an <strong>AoE</strong> <strong>Guard </strong>using her special hammer Mjölnir-3 to deliver<strong> multi-target damage</strong> and <strong>one-hit burst</strong> attacks.</p> <p dir="ltr">Savage's first Skill, <strong>Power Strike • Type β, </strong>delivers a powered-up blow every few attacks. Most 5-star operators have more powerful Type <span><span><span><span><span><span>𝝲</span></span></span></span></span></span> skills, but Savage is stuck with a <span><span><span><span><span><span>𝝱</span></span></span></span></span></span>. Her second Skill, <strong>Precise Blast</strong>, deals massive damage on command to up to 5 enemies on the 3 tiles in front of her. While this Skill is undeniably powerful, it cannot be used consistently due to a long charge time for an on-hit Skill. Her prowess is bolstered by her Talent, <strong>Valley</strong>, which increases her ATK and DEF when she adjacent to 2 or more raised grids. The Talent buffs are welcome when they can be gained, but this can sometimes be an annoying Talent to try to activate and work around.</p> <p dir="ltr">Savage has fairly average stats compared to other Guards, but her potential is held back a bit by the drawbacks of her Skills and Talent, along with the fact that her Potential cannot be increased. Savage does have points in her favor though, like being a free pre-registration reward and being useful for blocking tight choke points. Overall, Savage is typically outclassed by Guards with more broadly applicable Skills, but she still has all the strengths of an AoE Guard, and it's incredibly fun to watch her pound enemies into the dirt.</p> |
C |
Explanation
Summary<span style="color:green;">+ Trait: Attack multiple enemies equal to block count<br> + At equal levels she has better ATK than Savage and Estelle<br> + She has good enough raw stats to clear out early game enemies<br></span> <span style="color:red;">- Limited to 2 block<br> - She cannot be promoted to E2, and AoE Guards gain a <i>huge</i> boost on promotion to E2 because they gain an extra block, increasing their potential damage by 50%. They also gain a higher percentage of their total ATK at E2 levels than other Guards.</span>Overview<p dir="ltr"><em>"I have a special ability? And it's super strong? When I want to stop my friends from fighting, I use my power, and lose control, and then forget everything that happened...? Wow, okay, I get it now. Right! I can't let this power go to waste!" </em></p> <p dir="ltr">Although she appears mild mannered at first, Operator Popukar will become a raging berserker to keep the peace. In combat, she is a 3* <strong>AoE Guard</strong> who can deal <strong>Physical damage</strong> to <strong>two enemies at once</strong>.</p> <p dir="ltr">Like most 3* Operators, Popukar's skillset is straightforward. Her talent provides a percent HP and Attack buff, while her skill <strong>ATK Up α</strong> provides a manual attack buff on a medium cooldown and no starting SP.</p> <p dir="ltr">As a 3* AoE Guard, Popukar cannot reach Elite 2, missing out on blocking/attacking three enemies like her higher rarity peers. Although this may seem like it defeats the purpose of using an AoE Guard, Popukar has a comparable statline to her Archetype peers at Elite 1, making her as effective as a pure attacker at a much lower investment cost. As Popukar is also easier to obtain and level, she bridges the gap for an earlygame multi-unit melee attacker until promoting another AoE guard to E2 is possible.</p> |
Guard Arts Fighter
EX |
Explanation
Summary<span style="color:green;">+ An Arts Guard so powerful that all future content needs to be balanced around her<br> + Passive 20 RES ignore means that she is still doing good damage even against the highest RES targets<br> + S3: Some of the highest Arts damage in the game that can last as long as you can keep her alive. Long range for a melee unit and hits up to 3 targets. Only requires 5 sp to activate, so it can be used quickly after deploy for assassination purposes. The Max HP gain also makes her incredibly tanky, and it is not reduced by things like Contingency Contract Risks.<br> + S2: Great for when you want consistent Arts DPS on the front line.<br> + Talent: Prevents death for 8 additional seconds when at 1 HP allowing her to hold back even the most difficult enemies for a short time<br></span> <span style="color:red;">- Can get very DP expensive to redeploy her multiple times for her S3</span>Overview<p><span><span><span><span><em><span>“What I hate most are those who will not stop asking why. I hope you are not like this.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Surtr is an Infected who has dozens of memories that contradict each other, practically no talent for Originium Arts, and a giant flaming broadsword that can casually destroy anything that gets in her way. To say she is an enigma would be an understatement: nothing is known about her (or the giant flaming broadsword) and there doesn’t seem to be much chance of finding answers anytime soon. This doesn’t bother Surtr, though. She’s happy to kill some time at Rhodes Island as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Arts Guard</span></span></strong></span></span></span><span><span><span><span><span><span>, bringing her </span></span></span></span></span></span><span><span><span><strong><span><span>unstoppable DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>undefeatable survivability</span></span></strong></span></span></span><span><span><span><span><span><span> to the table. And then slicing the table in half.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>For a person who can barely use Originium Arts, Surtr is a stupidly powerful Arts DPS unit. Her first Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Molten Flame</span></span></strong></span></span></span><span><span><span><span><span><span>, causes her to ignore a flat amount of enemy RES, making it that much more difficult for enemies to withstand her onslaught. Her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Remnant Ash</span></span></strong></span></span></span><span><span><span><span><span><span>, gives Surtr several seconds of immortality when she takes lethal damage and then retreats her from the field; even death will not stop Surtr from killing a few more foes!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>And there’s no doubt that killing her foes is exactly what Surtr will be doing. Her first Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Laevatain</span></span></strong></span></span></span><span><span><span><span><span><span>, is a quick-charging auto Skill that dramatically increases her ATK for her next attack. If she kills her target with this Skill, it immediately recharges. If facing a steady stream of enemies she can one-shot, Surtr can keep using this Skill forever—and that’s just her first Skill! Her second, </span></span></span></span></span></span><span><span><span><strong><span><span>Molten Giant</span></span></strong></span></span></span><span><span><span><span><span><span>, widens the scope of her attack: her ATK increases, her attack range increases, and the number of targets she can hit increases. Furthermore, if Surtr is only hitting one target, the ATK buff increases in strength, making this a great general-purpose Skill. But let’s be real: you’re here for her Skill 3, </span></span></span></span></span></span><span><span><span><strong><span><span>Twilight</span></span></strong></span></span></span><span><span><span><span><span><span>. </span></span></span></span></span></span><span><span><span><strong><span><span>Twilight</span></span></strong></span></span></span><span><span><span><span><span><span> increases Surtr’s max HP and restores her to full HP, then pumps her ATK, attack range, and number of targets through the roof. The Skill charges very quickly and is </span></span></span></span></span></span><span><span><span><span><em><span>permanent</span></em></span></span></span></span><span><span><span><span><span><span> once activated, turning Surtr into a one-woman Catastrophe burning the world to the ground.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>There must be a drawback to </span></span></span></span></span></span><span><span><span><strong><span><span>Twilight’s</span></span></strong></span></span></span><span><span><span><span><span><span> immense power, right? Sadly, there is. </span></span></span></span></span></span><span><span><span><strong><span><span>Twilight</span></span></strong></span></span></span><span><span><span><span><span><span> constantly drains Surtr’s HP once activated—and remember, </span></span></span></span></span></span><span><span><span><strong><span><span>Twilight</span></span></strong></span></span></span><span><span><span><span><span> is permanent, so once you’ve hit the ignition switch, you can’t stop it. The self-damage starts out small but ramps up over time, up to 20% of Surtr’s HP per second. It’s possible to heal through this damage, but it’s not really the point. Sooner or later Surtr will run out of HP, activate <strong>Remnant Ash </strong></span></span></span></span></span><span><span><span><span><span><span>for a few final seconds of destruction, and then retreat so she can cool down and do it all over again.</span></span></span></span></span></span></p> <p dir="ltr"><span><span><span><span><span><span>You can get pretty consistent DPS out of Surtr with </span></span></span></span></span></span><span><span><span><strong><span><span>Laevatain</span></span></strong></span></span></span><span><span><span><span><span><span> or </span></span></span></span></span></span><span><span><span><strong><span><span>Molten Giant</span></span></strong></span></span></span><span><span><span><span><span><span>, but </span></span></span></span></span></span><span><span><span><strong><span><span>Twilight</span></span></strong></span></span></span><span><span><span><span><span><span> changes the playing field, making her more of a drop-in assassin. This is an expensive proposition—Surtr’s DP cost is already high, and it skyrockets if you start deploying her multiple times in a fight (to say nothing of waiting for her redeployment timer to run down). Used recklessly, Surtr can burn through all of your resources as easily as she does the enemy forces, leaving you scrambling for the fire extinguisher. But used well, who can resist the siren song of Surtr’s true power—the melody, you might say, of a</span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/A_Song_of_Ice_and_Fire"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Song of Fire and, er, Fire</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>.</span></span></span></span></span></span></p> |
S- |
Explanation
Summary<span style="color:green;"> + S3: Solid DPS against low RES targets, especially when fully wound-up. Good bulk. At M3 she can hit 40 RES and almost 850 DEF in addition to her shields.<br> + S2: Better for laneholding purposes. Extra block and attack target are better when she is not focused on singular targets.<br> </span><span style="color:red;"> - Lacks self sustain and can only generate shields when facing Elites or Bosses. This limits her lane holding potential relative to other comparable units.<br> - Lacks RES shred. While many units lack RES shred, it is especially painful on Viviana's core role of dueling elites and bosses which tend to have high RES.<br> - Game design means many bosses aren't blockable in the first place which limits her effective targets.<br> - S1: Charged effect on auto trigger skills means it will only ever trigger once per fight. Low SP costs on her other skills limit the value of short cooldown skills like this.<br> - S2: Extra block tends to see her shields consumed by stray trash she is blocking.<br> - S3: Has a 47 second windup to reach its true potential. This requires additional planning for her duelist role since she cannot be helidropped as effectively. Poor uptime until the second activation leaves her very vulnerable. Even after wind-up she is still very vulnerable during downtime if the enemy she is dueling is still alive, a fact made worse by her lack of RES shred.<br>Overview<p dir="ltr"><strong>Credits: </strong> 25Night</p> <p> </p> <p>------------------------------------------------</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Arts-Fighter##null##cn##traits">Guard [Arts Fighter]</a></p> <p><strong>Trait:</strong> Deals Arts damage</p> <p><strong>Talent : </strong>Arts damage dealt increased, physical and arts damage taken reduced; When there is elite or boss enemy in attack range, this effect is further increased</p> <p><strong>Talent : </strong>When attacking elite or boss enemy, there is a certain chance to gain a layer of shield that can block melee attack (Does not stack) </p> <p><strong>Skill 1:</strong>For next attack, ATK increases and hit twice. Overcharge: Attack range increased, hit thrice</p> <p> </p> <p><strong>Skill 2: </strong>ATK increases, DEF increases, Block increases, attack multiple enemies equal to block count. Each attack has a chance to be double hit, and steal certain amount of attack speed (Has max limit, last until skill ends or she retreats)</p> <p><strong>Skill 3: </strong>Attack interval increases, ATK increases, DEF increases, RES increases, attack becomes double hit, talent 2 trigger chance increases, prioritise elite or boss enemies. For 2nd activation and beyond, attack range increases, attack become triple hit and duration increases.</p> |
A+ |
Explanation
Summary<span style="color:green;">+ Talent buffs ATK and DEF of all allies when deployed. Effect doubles during skill use<br> + Attacks deal Arts damage normally and True damage with S2<br> + Great counter to heavy Arts damage enemies as her skills provide a lot of Arts damage mitigation.<br> + S1: Amiya gains an ATK boost, her attacks hit twice, and she gains 60% Arts Dodge. The Arts Dodge is particularly useful in some CC stages where Arts damage can 1 shot units. Strong dps buffs with good up time.<br> + S2: Similar to Ch'en's S3 in that it causes Amiya to deal 10 hits. However, it also boosts her ATK and RES for up to 3 enemy kills and deals True damage for a moderate duration afterwards. Great effects, especially if you can manage to get 3 kills with it.<br></span> <span style="color:red;">- S2 can only be used one time per fight so you have to make it count<br> - Fairly squishy against non-Arts damage enemies</span>Overview<p><span><span><span><span><em><span>“Doctor... recently... have I been a little less like myself? The nameless anger that rises up, time and again... is that mine? If so... no, even if so, I won't give up. I will protect you, Doctor, by this sword.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Amiya’s been hiding some tricks up her sleeve! When the situation becomes dire in Chapter 8, our favorite Cautus Caster uses her Arts to create a magical sword and transforms into a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Arts Guard</span></span></strong></span></span></span><span><span><span><span><span><span> specializing in </span></span></span></span></span></span><span><span><span><strong><span><span>teamwide buffs</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>mitigating Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>dealing Pure damage</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In order to unlock the “Guard Amiya” transformation, the player must clear the secret Chapter 8 stage JT8-2 with an E2 Caster Amiya in the squad. When the battle is successfully completed, Caster Amiya will be automatically transformed into Guard Amiya; afterwards, the player can freely switch back and forth between the two versions of Amiya in the Operator menu. Note that Caster and Guard Amiya share their level, Trust, and Potential, but have separate Skill Mastery levels (due to having different Skills).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Having Guard Amiya on the battlefield is enough to fill other Operators with determination. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Wrathful Cerulean Flame</span></span></strong></span></span></span><span><span><span><span><span><span>, imparts an </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##ATK-Support##stats"><span><span><span><span><span><span><span><span>ATK</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> and </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##DEF-Support##stats"><span><span><span><span><span><span><span><span>DEF</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> buff on all allies that is doubled when Amiya has a Skill active. This Talent typically sees the most benefit from Guard Amiya’s S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Ying Xiao – Fleeting Night</span></span></strong></span></span></span><span><span><span><span><span><span>, an ATK and Arts Dodge buff with great uptime that also turns Amiya’s strikes into double attacks. Considering her higher-than-usual base RES, this Skill makes Guard Amiya quite good at surviving Arts damage while still outputting heavy DPS. You may get an even greater effect out of her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Ying Xiao – Shadowless</span></span></strong></span></span></span><span><span><span><span><span><span>. When activated, Guard Amiya flies at the nearest enemy and attacks multiple times in succession, gaining increased ATK and RES for every enemy she kills during this time. After her Ch’en-inspired slashing frenzy ends, she retains the buffs and deals Pure damage for the remaining Skill duration. It’s a tempting Skill with oodles of flair, but there is a drawback: it can only be used </span></span></span></span></span></span><span><span><span><span><em><span>once per map</span></em></span></span></span></span><span><span><span><span><span><span>, so players must choose carefully when to unleash its power.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Guard Amiya can be a useful welfare unit due to her respectable DPS and her ability to soak enemy Arts damage. However, because Guard Amiya is locked behind Chapter 8 content and E2ing Caster Amiya, players may have better options for her role by the time they can use her. The fact that </span></span></span></span></span></span><span><span><span><strong><span><span>Ying Xiao – Shadowless</span></span></strong></span></span></span><span><span><span><span><span><span> can only be used once per map can be inconvenient as well (don’t forget that this reduces the uptime of double-strength </span></span></span></span></span></span><span><span><span><strong><span><span>Wrathful Cerulean</span></span></strong></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><strong><span><span>Flame</span></span></strong></span></span></span><span><span><span><span><span><span> buffs). On the other hand, being handed an easy-access Arts DPS/ tank hybrid is nothing to sneeze at, especially since Guard Amiya doesn’t have to be leveled up or E2’d once you unlock her. And who </span></span></span></span></span></span><span><span><span><span><em><span>doesn’t</span></em></span></span></span></span><span><span><span><span><span><span> want to invoke a magical-girl samurai transformation and watch Amiya shank mooks with some flashy sword moves?</span></span></span></span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Attacks deal Arts Damage<br> + Every 20 seconds after deployment, Attack speed +5, stacks up to 5 times<br> + High DEF and Arts damage makes her perfect for placing on the front lines<br> + Strong counter to Tanks as she takes relatively little damage from them while s2 is active and hits them very hard<br> + Low CD skill that gives great stat buffs, extra block and multi-target damage<br> + Has innate RES</span><br> = Arts Guard Archetype: Block-1, higher DP Cost, lower base ATK and ATK Skill Modifier<br> <span style="color:red;">- Relatively low HP for a frontliner<br></span>Overview<p><em>"The night is over and the stars are about to fade. If this is the end of everything, I should start doing something meaningful. Such as? Well, do you mind me waking you up every morning, Doctor?"</em></p> <p><span><span><span><span><span><span>Astesia thought she knew everything about the future from reading the stars with her family’s knowledge of astrology. However, her confidence was shattered when she and her sister were infected with Oripathy and had to be sent to Rhodes Island for treatment – something she had not seen in her predictions. As part of her bid to reclaim her future, she now fights for Rhodes Island as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Arts Guard</span></span></strong></span></span></span><span><span><span><span><span><span> who deals </span></span></span></span></span></span><span><span><span><strong><span><span>Arts Damage</span></span></strong></span></span></span><span><span><span><span><span><span> and is particularly adept at </span></span></span></span></span></span><span><span><span><strong><span><span>Defense</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>When you need an Operator to duel high-DEF foes to the death, Astesia is ready with either of her Skills, both of which increase her ATK and DEF. Her Skill 1 takes longer to charge, but also has a longer duration, making it better for keeping Astesia alive against a single strong opponent. In contrast, her Skill 2 gives her +1 Block (at base she can only Block-1) and allows her to attack a number of enemies equal to her Block Count, turning her into an AoE Guard for short bursts of time. Astesia’s dueling prowess is further boosted by her ASPD-increasing Talent, which rewards the player for using her DEF buffs to keep her alive and on the field.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Especially when her Skill 2 is active, it’s easy to feel like Astesia can do anything. However, she does suffer from the weaknesses of her archetype when compared with other Guards: high DP cost, low base ATK, low ATK multipliers on her Skills, and innate Block-1. Despite this, she is simply stellar for countering difficult, high-DEF enemies. If you deploy her in the right time and place (and perhaps check her horoscope for good luck), Astesia can soar among the stars as an unstoppable goddess of battle.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Trait: Attacks do Arts damage<br> + Talent: 20% chance to attack twice<br> + A good source of melee Arts damage if you don't have the higher-rarity options<br> + S2 makes her fairly strong for a long duration<br></span> = Arts Guard Archetype: block-1<br> <span style="color:red;">- Arts Guard Archetype: high DP Cost, low ATK and ATK modifiers on Skills<br> - much weaker than the higher rarity melee Arts damage Operators</span>Overview<p dir="ltr"><em>“Good day… p-please call me Mousse. And… and please don’t look at my hands...”</em></p> <p dir="ltr">The intensely self-conscious Mousse was once an apprentice baker, but when she became Infected, her wealthy family confined her to an isolated garden for her own safety. Now she fights for Rhodes Island as a <strong>DPS </strong>Guard who deals <strong>Arts damage</strong> at melee range.</p> <p dir="ltr">Because she deals Arts damage, Mousse is extremely capable at assassinating high-DEF enemy targets. Her Talent, <strong>Combo</strong>, buffs up her damage by giving her a chance to attack twice on every strike. Meanwhile, her two Skills both increase her offensive and defensive capabilities. <strong>Scratch </strong>is an Automatic Skill that buffs Mousse’s next hit and also debuffs the Attack of her victim, while <strong>Fury </strong>is a Manual Skill that increases Mousse’s Attack and Defense for the duration.</p> <p dir="ltr">Like other Block-1 Guards, Mousse isn’t able to hold the frontline by herself, despite her Arts damage and good survivability. She is also expensive to deploy, especially for a 4* unit. In fact, she’s even more expensive than some higher-rarity 5* and 6* Guards, which can be a problem on maps with DP limitations. Despite this, Mousse is still an excellent Guard with a useful niche, especially when you need Arts damage in a battle where Casters are disadvantaged for one reason or another.</p> |
B |
Explanation
Summary<span style="color:green;">+ Archetype: Attacks do Arts damage<br> + After killing enough enemies, ASPD increases and gains Status Resistance effect<br> + A tanky Arts Guard with very high HP recovery and regen<br> + Higher than average max HP for an Arts Guard<br> + S2: Decent skill uptime with a high ATK boost<br></span> = Archetype: Block-1<br> = Better at dueling high Arts damage enemies because of her high RES and HP regen<br> <span style="color:red;">- Typically enemies that do high Arts damage also have high RES, which lowers her DPS<br> - There are usually better options for her role (such as Enmity Guards) to 1v1 powerful enemies</span>Overview<p><span><span><span><span><span><span>Sideroca became a mercenary to see the world beyond her Minoan hometown, and as part of Rhodes Island, she’s certainly seeing a lot of wild and crazy things. Fortunately, she’s able to take care of herself when the situation gets hairy, being a </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Arts-Guard##null##cn##stats"><span><span><span><strong><span><span><span><span>Arts Guard</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> who can </span></span></span></span></span></span><span><span><span><strong><span><span>heal herself</span></span></strong></span></span></span><span><span><span><span><span><span> in an emergency.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As an Arts Guard, Sideroca’s basic attacks deal Arts damage instead of physical damage, giving her an advantage against enemies with high DEF but low RES. Her </span></span></span></span></span></span><span><span><span><strong><span><span>Mercenary’s Tenacity</span></span></strong></span></span></span><span><span><span><span><span><span> Talent also grants bonus ASPD and the Status Resistance buff after Sideroca kills a certain number of enemies, giving her a bit of a power spike later in a fight. However, most of Sideroca’s power comes from her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Restorative Surge</span></span></strong><span><span><span>. This Skill has fairly good uptime and offers a massive ATK buff and constant healing for its duration. Even at Skill Level 1, </span></span></span><strong><span><span>Restorative Surge</span></span></strong><span><span><span> heals Sideroca for more than her maximum HP, and at max level, the amount healed is frankly ridiculous. The Skill does reduce Sideroca’s attack range, but this is hardly an issue considering the Skill’s other benefits.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Sideroca has other issues instead. Her base ATK is extremely low, reducing her damage output and the effectiveness of </span></span></span><strong><span><span>Restorative Surge’s</span></span></strong><span><span><span> ATK buff. This is especially annoying because Sideroca has to get the killing blow on enemies to activate her Talent. Her high DP cost is also an imposition, as is having Block-1, which limits her ability to hold enemies on the frontline.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Usually, a high-HP self-healing Guard is a perfect unit for assassinating enemy Casters, but Sideroca’s snowballing Talent, Arts damage attacks, and high DP cost make her a poor fit for this role. Instead, use her to duel with heavily-armored targets. Her high HP and self-healing help her survive their attacks, and her Arts damage coupled with </span></span></span><strong><span><span>Restorative Surge's</span></span></strong><span><span><span> ATK buff helps her cut through them quickly. She is especially good against Defense Crushers, since her Talent’s Status Resistance buff reduces the duration of their Stun. Working with Sideroca is a unique prospect, but for a Doctor who understands her strengths, she is certainly capable of pulling her weight.</span></span></span></span></span></span></p> |
Guard Brawler / Fighter
S+ |
Explanation
Summary<span style="color:green;">+ Mountain overcomes many of the common drawbacks to the brawler archetype while providing some very resilient dps<br> + Talent: has a chance to critical hit, dealing bonus damage and decrease enemy ATK as well as a chance to evade physical attacks<br> + Strong AOE DPS with either S2 or S3 along with a low DP cost and the ability to activate his skills quickly after deploy means he is well suited to handle early waves.<br> + S2: A toggle skill that Slightly lowers DEF and Attack Range but grants an ATK boost, block+1, splash attack and a huge regen bonus. With this skill, Mountain is able to hold lanes of small to medium enemies very well as most enemies can't out-damage his regen.<br> + S3: His attacks deal 2 hits with increased ATK, increased Talent activation rate and ATK interval and pushes up to 4 enemies away. Very effective against slow enemies as your knockback will reset their attack timers.<br></span> = S3: he will knock enemies back on all sides.<br> <span style="color:red;">- S2: Switching to Defender range means he will always need to be in the enemy path to do DPS, unlike others that can rely more on Defenders to block<br></span>Overview<p><span><span><span><span><span><span>Between his spiked jacket chains and brass knuckles, it’s easy to assume that Mountain is some kind of criminal, street brawler, or mafioso. He has indeed spent several years in jail, but not because of any crime he has committed! Mountain was born into the lap of luxury as the son of a Columbian CEO, but his family was framed for illegal activity and he was sent to Mansfield Prison to take the fall. Now Mountain is on the loose and hiding in plain sight at Rhodes Island, working as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Brawler Guard</span></span></strong></span></span></span><span><span><span><span><span><span> who can </span></span></span></span></span></span><span><span><span><strong><span><span>debuff enemy ATK</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>hit multiple targets</span></span></strong></span></span></span><span><span><span><span><span><span> at once, and/ or </span></span></span></span></span></span><span><span><span><strong><span><span>Push enemies</span></span></strong></span></span></span><span><span><span><span><span><span> to their deaths.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Brawler Guards haven’t had the best reputation in Arknights up to this point, but Mountain is looking to change that. There are three weaknesses that Brawler Guards have had to surmount:</span></span></span></span></span></span></p> <ol> <li><span><span><span><span><span><span>Block-1 limits the number of enemies they can realistically fight in a single battle.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Low DEF makes it hard for them to stand toe-to-toe with the difficult enemies you’d like them to duel.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Low ATK means they struggle to dent high-DEF enemies. Their ASPD doesn’t mean much if each hit fails to do meaningful damage.</span></span></span></span></span></span></li> </ol> <p><span><span><span><span><span><span>Mountain’s kit puts in a lot of work to combat these weaknesses. His E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Forceful Fist</span></span></strong></span></span></span><span><span><span><span><span><span>, gives his attacks a chance to be a critical hit and inflict an ATK debuff on his target, while his E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Sturdy Constitution</span></span></strong></span></span></span><span><span><span><span><span><span>, permanently grants him a DEF increase and a small chance of Physical Dodge. Moving onto his Skills, his S2 is a state-shifting Skill called </span></span></span></span></span></span><span><span><span><strong><span><span>Sweeping Stance</span></span></strong></span></span></span><span><span><span><span><span><span>. When activated, Mountain loses some DEF and attack range in exchange for a large ATK buff, HP regeneration, Block +1, and the ability to hit multiple enemies equal to his Block count. This allows Mountain to handle large waves of enemies like a mini-AoE Guard. If you need more power in a shorter time, however, try </span></span></span></span></span></span><span><span><span><strong><span><span>Earth-Shattering Smash</span></span></strong></span></span></span><span><span><span><span><span><span>. Mountain attacks more slowly for the duration of this Skill, but his attacks target up to three nearby enemies with two hits per punch. He also gains increased ATK, an increased chance to trigger </span></span></span></span></span></span><span><span><span><strong><span><span>Forceful Fist</span></span></strong></span></span></span><span><span><span><span><span><span>, and a moderate Push effect on his hits. The Push is especially important—it can be used to Push enemies into lethal pits, but it also increases Mountain’s survivability by interrupting enemy attacks and giving him a breather while they run back up to him.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Even with all these advantages, Mountain isn’t immune to his archetype’s weaknesses. His base ATK is still relatively low for a 6* Guard, so he has trouble defeating high-DEF opponents without help. His survivability can also be iffy when his Talents don’t trigger or when his enemy is too heavy to Push with </span></span></span></span></span></span><span><span><span><strong><span><span>Earth-Shattering Smash</span></span></strong></span></span></span><span><span><span><span><span><span>. However, between his low DP cost and multi-target damage, Mountain can easily be deployed early in a battle to chew through hordes of foes without breaking a sweat, giving his allies space to focus on a stronger boss or elite that Mountain may not be as well-equipped to handle.</span></span></span></span></span></span></p> |
S |
Explanation
Summary<span style="color:green;">+ Talent: gain 3 SP when you deal the killing blow, allowing you to charge skills quickly in large waves.<br> + Talent: Attacks have a chance to apply a special debuff to enemies that boosts the damage of his attacks.<br> + Skills have big damage multipliers which work well with ATK buffing units.<br> + S2: A unique AOE burst that does two shockwaves that can temporarily levitate enemies and deal huge burst damage.<br> + S3: Great choice for a consistent single target damage and the default skill choice in most situations. The increased range is very useful to cover multiple lanes and allows you to protect Chongyue by placing units in front of him after his attack range expands.<br></span> <span style="color:red;">- S2: The secondary effect that levitates enemies and deals most of the the skills’ damage only triggers on enemies affected by his talent, which will only be activate on the enemy that he is currently hitting.<br> - S3: Getting to 5 uses can be a huge pain on many maps as he often needs to be placed early in the map to reach 5 skill activates.<br></span>Overview<p><span><span><span>Chongyue is one of Nian’s eleven dragon siblings, and the first brother of hers to appear in Arknights. A quiet, meditative man who excels at martial arts, he has become one of the combat instructors at Rhodes Island—a role he excels at. Unfortunately for his students, he forces his rigid scheduling upon their lives as well as his own, leading to many complaints among the more free-spirited Operators assigned to his care. While his obsessive diligence may be cause for annoyance, there is certainly no room to complain about his combat skills, however. Chongyue is a <strong>6* Brawler Guard</strong> who <strong>amplifies his own damage</strong> to opponents and attacks with<strong> massive damage multipliers</strong>, qualities that compound one another with dramatic effect.</span></span></span></p> <p><span><span><span>The most important thing to note about Chongyue is how his kit uses damage multipliers rather than ATK multipliers for most of its effects. His E1 Talent, <strong>To End a War</strong>, has a chance to debuff enemies that Chongyue attacks so that they take bonus damage from him for a few seconds. His S1, <strong>Void and Full</strong>, stores up multiple charges and multiplies the damage of his next attack when used according to the number of charges consumed. His S2, <strong>Hossu</strong>, does damage to multiple nearby enemies and Levitates them, then slams them to the ground, dealing even more damage and activating <strong>To End a War’s</strong> debuff on all of them. Most impressively, of course, is his S3, <strong>One’s Non-existence</strong>. The first several times it is activated, <strong>One’s Non-existence</strong> is a simple splash damage attack. Afterwards, however, the Skill becomes an infinite-duration passive that increases Chongyue’s attack range into a four-directional cross and causes his attacks to hit twice, including subsequent uses of <strong>One’s Non-existence</strong> (which will activate automatically from there on out).</span></span></span></p> <p><span><span><span>Because Chongyue’s kit uses damage multipliers instead of ATK multipliers, Chongyue has <a href="https://gamepress.gg/arknights/core-gameplay/arknights-mastery-priority-guide-where-vernal-winds-will-never-blow">incredible synergy with ATK-buffing units</a>, whose buffs are further multiplied by his mechanics. Considering how high his DPS is even without assistance, Chongyue can reach some truly impressive numbers with the right backup. That being said, even with assistance, Chongyue can struggle in high-level content. He only has Block-1 and lacks any kind of self-sustain, which can limit his ability to hold a lane, and he has no DEF-ignore or ATK-buffing properties, so high-DEF enemies can be a problem for him. Remember also that <strong>One’s Non-existence</strong> has the [When Attacking] SP charge type and must be triggered several times before it grants expanded attack range and double-hits. On fast-paced maps, <strong>One’s Non-existence’s</strong> ramp-up time can be too long to be useful.</span></span></span></p> <p><span><span><span>When you’re able to contribute support to Chongyue’s performance—buffs, debuffs, external healing, Block count increase—he returns your investment tenfold, allowing for some absolutely ridiculous YouTube clears. Even on his own, Chongyue is a fairly reliable unit who has a lot of room to grow even stronger as your squad develops. </span></span></span></p> |
A- |
Explanation
Summary<span style="color:green;">+ A Fighter Guard whose damage ramps up as enemies die nearby.<br> + Talent 1: provides a huge damage boost once fully charged.<br> + Talent 2: Great self-sustain when in Episode 11 thanks to healing on damage dealt.<br> + S2: Increases her ATK, number of hits and boosts the crit chance on her talent. <br></span> <span style="color:red;">- Outside of Episode 11, a major part of her usability disappears.<br> - S1: With SP recovery on being hit, she is only reducing damage every fifth hit and it only affects physical damage.<br> - S2: It takes quite a while for her talent to reach its full potential. Poor skill uptime.<br></span>Overview<p><span><span><span>Dagda, a diehard member of the <a href="https://gamepress.gg/arknights/taxonomy/term/13191">Glasgow Gang</a> and <a href="https://gamepress.gg/arknights/operator/siege">Siege’s</a> biggest fangirl, has been assisting Rhodes Island on dangerous missions for several years. However, she refused to join Rhodes Island officially, as her first loyalty is to Victoria and to Siege specifically. It took a lot of coaxing from the other members of the Glasgow Gang before Dagda finally agreed to make her relationship to Rhodes Island official as a <strong>5* Brawler Guard</strong>. Naturally, she is best when <strong>fighting alongside other Glasgow Gang</strong> members, where she can <strong>multiply her damage</strong> and <strong>decrease Physical damage</strong> she takes from enemies.</span></span></span></p> <p><span><span><span>Considering her intense loyalty to the Glasgow Gang, it’s no surprise that Dagda’s main strength is her <strong>Gang Mentality</strong> Talent. The Talent randomly increases the damage of her next attack, and the damage multiplier is increased every time an enemy is defeated next to a fellow Glasgow Gang Operator, up to a cap. Dagda also gains a boost from fighting for Victoria in Chapter 11 stages, where her <strong>Knight’s Will</strong> Talent gives her bonus HP and self-sustain when attacking.</span></span></span></p> <p><span><span><span>Pairing well with the sustain from <strong>Knight’s Will</strong> is Dagda’s <strong>Counter Technique</strong> S1, which reduces the damage Dagda would take from the next Physical attack by a certain percentage and then causes Dagda’s next attack to deal massively increased damage. If <strong>Gang Mentality</strong> procs at the same time, the counterattack can be an absolute sledgehammer of a blow. On the other hand, you can stack the deck for <strong>Gang Mentality</strong> better with the <strong>Precise Hunting</strong> S2, a short-duration Skill that buffs Dagda’s ATK, causes her attacks to hit twice, and increases <strong>Gang Mentality’s</strong> activation chance.</span></span></span></p> <p><span><span><span>In Chapter 11 stages, where Dagda heals from <strong>Knight’s Will</strong> every time she punches, this Glasgow knight can be a force to be reckoned with. <strong>Counter Technique’s</strong> damage reduction is sizable and <strong>Precise Hunting</strong> can rack up a lot of hits even in its short duration. However, outside of Chapter 11, Dagda can struggle (especially if she doesn’t have her Glasgow allies around for backup). <strong>Precise Hunting</strong> has a short duration and poor uptime, and without <strong>Knight’s Will</strong> for self-sustain, there isn’t much to recommend Dagda over other Block-1 DPS options. It doesn’t help that a lot of the Glasgow Gang fills a similar niche, causing them to step on each other’s toes in some situations. Dagda has some uses, but outside of Chapter 11, she’s unlikely to make a huge impact.</span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Talent: Passive Physical Dodge. Increased ATK for first attack after a successful Dodge.<br> + Very low DP Cost<br> + S1 and S2: Great against high DEF enemies<br> + S2: Good sub tank option with Dodge and the HP restore<br></span> = Extremely rare, <a href="https://gamepress.gg/arknights/core-gameplay/arknights-operator-recruitment-guide">recruitment only</a> Operator<br> = Block-1 Brawler Guard Archetype<br> <span style="color:red;">- S2 has a long cooldown</span>Overview<p><span><span><span><span><em><span>“Whoa, whoa, chew before you swallow, mate! HEY! SOMEONE BRING US MORE FOOD! This girl's got an empty belly to fill!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Brash, boisterous, and brass-knuckled, Indra isn’t the first Operator most people would think of as an example of loyalty. However, her loyalty to her leader Siege and the rest of the Glasgow Gang is second to none. When Siege decided to help Rhodes Island, Indra followed her, registering as a </span></span></span></span></span></span><strong>5★</strong><span><span><span><strong><span><span> Brawler Guard</span></span></strong><span><span><span> who specializes in </span></span></span></span></span></span><span><span><span><strong><span><span>piercing armor</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>surviving attacks</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>A quick note about getting Indra: She can only be gained through Recruitment, and she is very rare and hard to get. See our </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/core-gameplay/arknights-operator-recruitment-guide"><span><span><span><span><span><span><span><span>Operator Recruitment Guide</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> or </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/arknights-recruitment-tag-filter"><span><span><span><span><span><span><span><span>Recruit Tag Filter</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> for more details. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Indra doesn’t like it when she can’t punch people, so her kit is all about helping her punch people as much as possible. Brawler Guards are unique for their very high attack speed and low DP Costs. Her </span></span></span></span></span></span><span><span><span><strong><span><span>Quick Fists</span></span></strong></span></span></span><span><span><span><span><span><span> Talent gives a chance to dodge an enemy’s physical attack and makes her next hit stronger after successfully dodging. It works well with her automatic Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Armorcrusher</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes her next attack to deal increased damage and ignore part of her target’s DEF. However, it works even better with her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Sundered Soul</span></span></strong></span></span></span><span><span><span><span><span><span>, which turns Indra’s attacks into Arts damage and causes them to recover her HP based on damage done. Once this Skill is activated, Indra can tear through heavily armored opponents like they’re made of paper, especially with her high attack speed. </span></span></span></span></span></span><span><span><span><strong><span><span>Sundered Soul</span></span></strong></span></span></span><span><span><span><span><span><span> also gives Indra a lot of survivability, with the HP she regains being protected by her Talent’s innate dodge.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Indra’s Skills help her get around high-DEF enemies, which are one of the main weaknesses of Brawler Guards. However, they can’t fix all of her problems, especially since they can’t be active all the time. Her S2, in particular, pays for its power with high SP cost and mediocre up-time. When her Skills are on cooldown, Indra may struggle to make an impact due to her low base ATK and only being able to Block-1. Her incredible rarity is also a downside: not only is it difficult to recruit her in the first place, but it’s even </span></span></span></span></span></span><span><span><span><span><em><span>more</span></em></span></span></span></span><span><span><span><span><span><span> difficult to obtain duplicates to increase her Potential. Don’t let that turn you off of using this ferocious feline if you happen to recruit her, however. With her low DP cost, potent offensive presence, and fun-loving attitude, Indra is a great Operator to have around.</span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Talent: Increases damage dealt to enemies she is not blocking<br> + Very cheap to deploy<br> + S2: sets her Block Count to 0 so she can DPS more safely on the front line. Good single target DPS with a short slow.<br> + S1: Can push enemies with small force<br></span> <span style="color:red;">- ineffective against high DEF enemies<br> - Poor skill uptime</span>Overview<p><span><span><span><span><em><span>“Doctor, do me a favor, up there, the flower basket on the top, get it for me. Oh, you can’t reach it either? This is troublesome…. What if I tried lifting you up?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>To be honest, it’s a wonder Flint is still alive, considering that the first thing she did when she came to Rhodes Island was start picking the flowers from Perfumer’s greenhouse. Flowers are commonplace in Flint’s rainforest home, so she saw nothing wrong with picking some pretty specimens. The Rhodes Island botanists, like Perfumer and Flamebringer, were ready to go to war with whoever was despoiling their greenhouse, but fortunately the truth of Flint’s actions was revealed and no hard feelings remain. Good thing, too, or else Rhodes Island would have been deprived of a </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Brawler##null##stats"><span><span><span><strong><span><span><span><span>Brawler Guard</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> with some awe-inspiring </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> against </span></span></span></span></span></span><span><span><span><strong><span><span>enemies she isn’t Blocking</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Flint’s damage potential revolves around her very fast ASPD and her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Featherweight</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases her damage against enemies she isn’t Blocking herself. There are several ways to activate this Talent. One is via positioning: simply place Flint to the side of a Defender (or some other Blocker) and let Flint punch the enemies as they pile up. Another way is with her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Ceaseless</span></span></strong></span></span></span><span><span><span><span><span><span>, an automatic Skill that </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Shift-(Not-Pull/Pusher)##stats"><span><span><span><span><span><span><span><span>pushes</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> an enemy away from Flint with her next attack. Finally, there’s her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Rampage</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill gives a large buff to Flint’s ATK and ASPD, causes her attacks to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Slow---Sluggish##stats"><span><span><span><span><span><span><span><span>Slow</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> enemies briefly, and reduces her Block count to 0! Not only does Block-0 help Flint activate her Talent, it also helps her survive (something Brawler Guards can have trouble doing) by letting melee enemies pass by her. Just make sure there’s someone behind Flint to catch enemies that make it through her rain of punches!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Brawler Guards can be hard to use well. They have low base ATK to compensate for their high ASPD, so their damage suffers against high-DEF opponents, and having Block-1 and mediocre durability means they are easily overwhelmed on the frontlines. Flint leans into these issues by embracing her role as a supplemental DPS unit. Because she gets rewarded for standing off to the side rather than blocking directly, and because she can boost her damage so high with her Talent and S2, Flint is able to work around these downsides in a creative way. She’s not ideal for every circumstance, but with a little planning and foresight, this Liberi punches high above her weight class.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;">+ Talent: Multiple attacks on the same target increase ATK<br> + Very cheap to deploy Guard that can pack a big punch<br> + Extremely powerful when paired with ATK buffers, can melt bosses in seconds<br> + Fast attack speed, Oraoraoraoraa!<br></span> = Brawler Guard Archetype: Block-1<br> <span style="color:red;">- Without significant investment she will do low damage due to her low base ATK, especially against enemies with DEF<br> - To take maximum advantage of her potential damage needs a lot of support</span>Overview<p><em>"Yo! Boss, you know a winner when you see her! You got the world's strongest underground fighter, me, Beehunter! "</em></p> <p>With a remarkable passion and a fire burning in her bones, Beehunter will never give up. As a <strong>Brawler</strong> <strong>Guard</strong> Operator of Rhodes Island, she specializes as a pure Single Target physical DPS fighter that prefers one-on-one matches.</p> <p>Beehunter’s kit is built around her extremely fast attack speed and her Talent <strong>Boxer’s Concentration</strong>, which is a damage buff that stacks when she repeatedly strikes the same foe. Both of her Skills are designed to allow her to go toe-to-toe against a strong enemy and come out the victor. <strong>Skill 1: Flexibility</strong> allows her to dodge Physical Attacks, allowing her to survive long enough to finish off hard-hitting brutes. <strong>Skill 2: Soaring Fists</strong>, on the other hand, significantly increases her attack speed, allowing her to quickly dispatch her victims. </p> <p>Beehunter’s biggest weakness is targets with high Defense. She has a low ATK stat, but an extremely fast attack speed. This means targets with some Defense are going to give her a tough time, and her S2 isn’t going to help much. . However, she will shine against Casters and other enemies with low Defense that she can shred to her heart’s content. Beehunter is a special pure DPS Operator who will do very well if played where she can take-on and take-out high value units.</p> |
C |
Explanation
Summary<span style="color:green;">+ A 4* Brawler Guard with a heavy focus on Physical evasion <br> + Talent: Passive Physical Dodge. Increases ASPD after successful evasion.<br> + S2: Stops Jackie from attacking but gain a large amount of physical dodge and counters on successful dodges for bonus damage. Strong against fast attacking low DEF enemies<br></span> = While she can function as a dodge tank against some stronger foes, she will need additional firepower support to kill them.<br> <span style="color:red;">- Due to her low base ATK and low damage modifiers she will have a hard time killing medium and higher DEF enemies<br> - S2: She won't be able to utilize her attack speed versus most enemies since she can only counter attack at the speed of enemy attacks.</span>Overview<p><span><span><span><span><em><span>“Hello Doctor! I'm the new operator, codename Jackie! I used to be an auxiliary police in Columbia, let's get along!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Many Operators join Rhodes Island because they are banished from their homes and families, due to the rampant prejudice against the Infected. Jackie has had to leave her home behind because of her Oripathy, but she has not lost her family: her father insisted on visiting Rhodes Island as well, wanting to see where his daughter would be living and meet her new friends. Bolstered by his unflinching love and acceptance, Jackie has thrown herself into her new job as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Brawler##null##cn##stats"><span><span><span><strong><span><span><span><span>Brawler Guard</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, using her martial arts training to </span></span></span></span></span></span><span><span><span><strong><span><span>evade physical attacks</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>retaliate</span></span></strong></span></span></span><span><span><span><span><span><span> with great force.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Jackie-chan (</span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/Jackie_Chan"><span><span><span><span><span><span><span><span>get it?</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>) has an active fighting style that revolves around avoiding incoming attacks. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Extreme Evasion</span></span></strong></span></span></span><span><span><span><span><span><span>, gives her passive Physical Dodge and grants her a short burst of bonus ASPD every time she dodges an attack. The trick is using this in combination with her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Pay Close Attention!</span></span></strong></span></span></span><span><span><span><span><span><span> During this Skill, Jackie stops directly attacking, but she gains a massive burst of additional Physical Dodge and the ability to counterattack upon successfully evading. This can make her an option for stalling bosses or elite enemies whose attacks are so strong that they can’t be tanked directly.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The idea of an Operator who can dodge any physical attack is very appealing, but Jackie has several limitations on her power.</span></span></span></span></span></span></p> <ol> <li><span><span><span><span><span><span>Her HP and DEF are not very high, so she relies entirely on dodging to survive powerful attacks., However, her Talent’s base Dodge chance is not very high, and even with </span></span></span><strong><span><span>Pay Close Attention!</span></span></strong><span><span><span> Jackie’s Dodge is not guaranteed due to the way Dodge buffs stack.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Many bosses and elite enemies have high DEF, so Jackie’s counterattack damage will barely scratch them. She can distract them for a while, but if she isn’t backed up by stronger allies who can kill the boss before </span></span></span><strong><span><span>Pay Close Attention!</span></span></strong><span><span><span> ends, then she’s in trouble.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Finally, note that Jackie can only dodge Physical attacks. She has no protection against Arts damage whatsoever.</span></span></span></span></span></span></li> </ol> <p><span><span><span><span><span><span>There are a lot of provisos on Jackie’s performance. However, she’s a low-DP option for stonewalling nasty Physical attackers, and as a 4*, she’s fairly accessible. Few Doctors will find themselves needing Jackie-chan’s services, but she may be a decent early-game option for players who lack better alternatives. Plus, she’s so gosh-darn cute!</span></span></span></span></span></span></p> <p> </p> |
Guard Crusher
S- |
Explanation
Summary<span style="color:green;">+ Extremely high damage-per-hit handles enemy DEF well.<br> + Huge HP pool gives him some unique tanking roles.<br> + Strong self sustain makes up for some of the Crusher flaws.<br> + Talent 2: Helps to mitigate his total lack of DEF.<br> + S1: Huge dose of regular sustain.<br> + S2: Set-and-forget ATK increase on an already hard-hitting unit. Reliable Stun can stunlock some long interval enemies.<br> + S3: Lots of appealing components result in a high impact skill, when active, with a long uptime.<br></span> <span style="color:red;">- S1: Long attack interval means a very long effective cycle if not fully Mastered. It is much slower than comparable skills on other archetypes.<br> - S3: Awkward cycle time syncs poorly with other units and 50 second downtime is quite long by modern standards.<br> - 0 DEF is a big flaw since DEF is a flat reduction.<br> - All forms of sustain are reliant on attacking.<br> - High HP pool and 0 DEF makes him difficult to heal. Basic mobs can easily overwhelm Crushers, even with supporting Medics.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Setsura</p> <p dir="ltr">"This's a nostalgic place, Doctor. I don't really care about the details of this commission, but regarding the reward, in addition to the bounty, I have some better ideas."</p> <p>------------------------------------------------</p> <p>"This place is different from the last time I came here. Back at that time, the ship was not so bright."</p> <p>"Obviously. How many years ago was the last time you came here? Back then, our daily routine was still rolling in the mud around Kazdel, and then being chased around by another group of Sarkaz."</p> <p>"Yeah. It's just that last time... we still chose to leave."</p> <p>"First it was the Reunion Movement, and then it was the Military Commission. In the past few years, you have really chosen a lot of places to hide in."</p> <p>"After all, we are just Sarkaz mercenaries. I once thought about escaping, but in the end I found that I still came here."</p> <p>"So, what is your choice this time? Will Rhodes Island just be another temporary hiding place for you?"</p> <p>“No, I’ve been running away for long enough.</p> <p>“Mercenaries are born from war, shaped by war… If we want to break the cycle, then maybe we should declare war on war itself.</p> <p>"Then, we can finally truly have a home to return to."</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Crusher##null##cn##stats">Guard [Crusher]</a></p> <p><strong>Trait:</strong> Attacks multiple enemies equal to Block Count</p> <p><strong>Talent : </strong>When attacking, increase ATK. If the target is Stunned or Bound, further increase ATK. </p> <p><strong>Skill 1:</strong> The next attack deals a certain amount of Physical damage and recovers a certain amount of HP</p> <p> </p> <p><strong>Skill 2: </strong>Passive effect: Increase ATK. Can switch between default and the following state: Increase Attack Interval, Block Count +1, attacks Stun the target for a short duration.</p> <p> </p> <p><strong>Skill 3: </strong>When skill is activated, lose a certain amount of HP every second. Enemies that have attacked and been attacked by Hoederer receive a certain amount of True damage every second. Attack Range +1, increase Max HP and ATK. Attacks recover a certain amount of HP and have a chance to Stun the target for several seconds.</p> |
C |
Explanation
Summary<span style="color:green;">+ Extremely high HP and ATK stats are sometimes useful.<br> + S2 has a decent stun, despite RNG.<br></span> <span style="color:red;">- Complete lack of DEF makes her very fragile. Probably more fragile than you think. Her high HP does not make up for it.<br> - Low DPS that does not even come close to making up for her fragility.<br> - S2: Makes her even more fragile!<br> - S1: Lower DPS with less control than S2.<br> - 150 Red Certificates makes her more expensive than other 4★s.<br> - Most players will be better off raising a Centurion like Estelle or Specter instead.<br></span>Overview<p><span><span><span>Quartz cuts quite an imposing figure with that giant longsword slung across her back. If you took one look at that huge hunk of metal and thought, “I definitely don’t want to mess with this woman”… then Quartz’s gamble succeeded! In truth, she is not very good at wielding the massive blade, but she insists on carrying it anyway, hoping the intimidation factor will help her avoid fights. She <em>does </em>know how to use the longsword when she has to, though, serving as the very first <strong>4* Crusher Guard</strong> with a focus on <strong>high HP</strong> and <strong>high ATK</strong>.</span></span></span></p> <p><span><span><span>Crusher Guards are similar to Centurion Guards in that they attack a number of enemies equal to their Block count. However, their stats alone cause them to feel dramatically different. Crusher Guards excel at HP and ATK; even as a 4* unit, Quartz has more HP and ATK than most 5* and 6* units. To compensate, however, Crushers have <strong>0 DEF</strong>, forcing them to rely entirely on their vast HP pools to survive incoming damage. Crushers also have slow ASPD, above-average DP cost, and 0 RES, and they can Block-2 at any level of promotion (more on that in a bit).</span></span></span></p> <p><span><span><span>Quartz leans into the lopsided Crusher Guard stats with her <strong>Wilderness Action</strong> Talent, which further increases her HP and ATK. Her <strong>All-Out Attack</strong> Skill is more oriented toward shoring up her weaknesses: the Skill gives a large ASPD boost, increases the damage she deals, and gives her attacks a chance to Stun their target. Unfortunately, <strong>All-Out Attack</strong> also increases the damage that Quartz takes for the duration, so she really needs that Stun to land in order to survive.</span></span></span></p> <p><span><span><span>And “surviving” is something Quartz has a lot of trouble doing. Even aside from the extra damage she takes during <strong>All-Out Attack</strong>, having 0 DEF and 0 RES makes Quartz a sitting duck for many of Arknights’ more powerful enemies. With no defenses to reduce incoming damage, her huge HP pool gets burned through very quickly, especially against enemies with high ASPD. On top of that, her slow ASPD greatly reduces the effectiveness of her high ATK stat, much like Mystic Casters. The Crusher archetype tries to get around this by having her hit multiple enemies at once, but having Block-2 limits the value of this trait, especially in comparison to the Block-3 of Centurion Guards or the AoE of Reaper Guards. Quartz might be better off if she could Stun reliably, but the activation chance on her Stun is terribly low and the poor uptime on <strong>All-Out Attack</strong> doesn’t help either.</span></span></span></p> <p><span><span><span>If you like to see high (or just lopsided) numbers in your Operators’ stats, Quartz is the girl for you. Her archetype is a very interesting idea and it can be satisfying to watch her chop down weak enemies like a lumberjack. As far as functionality goes, however, Quartz needs a colossal amount of assistance to function in a fight. Considering that she doesn’t even want to be fighting in the first place, it might be kinder to let her tend to business in the RIIC Base instead.</span></span></span></p> |
C- |
Explanation
Summary<span style="color:green;">+ Talent: good ATK modifier that can be easily maintained as long as a healer is nearby<br> + S2: Stops attacking for 5s, gain shelter and builds ATK to unleash a slash that travels 3 tiles ahead dealing damage to enemies on the path. Good single hit burst that can easily deal with small mobs.<br></span> <span style="color:red;">- S2: A buildup time that can be awkward to time for incoming enemy waves. Between the buildup time and the SP cost there's long delays between activations without a battery.<br></span>Overview<p><span><span><span>Wind Chimes is a fierce Forte mountain climber who worked as a messenger in the Yan Kingdom, where she was born. Strong-bodied and strongminded, she had aspirations of opening trade routes between her home village and the big city. She blazed several trails through the mountains to accomplish this goal, but much to her shock, her home village ignored her efforts, with many of her neighbors signing contracts to work for metropolitan factories instead. The memory still stings, and she tries to forget it as she swings her sword in the employ of Rhodes Island as a <strong>5* Crusher Guard</strong> who <strong>buffs herself</strong> with <strong>Vigor and Shelter</strong>.</span></span></span></p> <p><span><span><span>The Crusher archetype is a massive ball of HP and ATK stats that suffers from 0 DEF and slow attacks that can hit multiple targets. Wind Chimes enhances these stats with her <strong>Mountain Traveler</strong> Talent, which increases her base HP and grants a Vigor effect when her HP is above a certain percentage. The Vigor effect can multiply powerfully with her <strong>Unchanging Rural Heart</strong> Skill—a very unusual Skill that causes Wind Chimes to stop attacking for a wind-up period, then unleash an enhanced blow in front of her that also inflicts Stun. During the wind-up period, Wind Chimes protects herself with a Shelter effect and also gradually ramps up her ATK before releasing it all in the final burst.</span></span></span></p> <p><span><span><span>Unfortunately, this Skill is laden with drawbacks. It has an unforgivably high SP cost and atrocious DPS, since Wind Chimes stops attacking during the wind-up period. The Shelter effect does little to protect Wind Chimes from actually dangerous enemies, and the Stun is bafflingly brief considering how long it takes to pull off. In many cases, you may be better off using her generic <strong>ATK Up γ</strong> S1 instead. Worst of all, <strong>Unchanging Rural Heart</strong> in no way makes up for the downsides of the Crusher archetype, which tends to be extremely fragile due to their 0 DEF and already has poor DPS due to their slow ASPD.</span></span></span></p> <p><span><span><span>Though she has an appealing visual design, Wind Chimes is extremely ill-suited to Rhodes Island’s increasingly intense battles. Think carefully before you decide to invest in her combat abilities—they are not this Forte’s forte.</span></span></span></p> |
Guard Dualstrike / Swordmaster
S |
Explanation
Summary<span style="color:green;">+ Talent: Attacks can ignore up to 50% of enemy DEF, allowing her to easily burst high DEF enemies.<br> + Talent: Large increase to ASPD, which doubles against seaborn enemies<br> + Great with buffs and SP recharge skills, particularly in IS and SSS modes as she scales heavily with the provided bonuses.<br> + S1: Surprisingly strong, allows her to continuously launch some tougher small and medium sized enemies into the air.<br> + S2: An AOE stun with good damage and crowd control that lasts up to 4s with 2 charges.<br> + S3: Huge AOE damage that takes full advantage of her passive DEF penetration. Her shots hit aerial units so it can be effective against both ground and air enemies.<br></span> <span style="color:red;">- S1+S2: She doesn't attack enemies after they are launched into the air during these skills, so she can't take advantage of the crowd control on her own.<br> - All skills require on attack recharging which can be difficult to build up on some stages<br> </span>Overview<p><span><span><span>“<em>Hm... Are these all your Operators? Is it just me or do some of them seem like an actual security risk? Alright, fine. I will try my best to focus on their combat techniques….</em>”</span></span></span></p> <p><span><span><span>Irene was a helpless little girl the first time she encountered Skadi and the terrible plots of the AEgir under the sea. She was a fully trained member of the Iberian Inquisition the second time she encountered Skadi and was a key member of the hunt for the Stultifera Navis, where she actively foiled the plans of the deep-sea AEgir once again. Now Irene has left the Inquisition and sees Skadi daily, fighting alongside her at Rhodes Island as a <strong>6* Swordsman Guard</strong>, flinging foes into the air with the new <strong>Levitate crowd control ailment</strong> and countering <strong>airborne enemies</strong> with <strong>DEF-ignoring</strong> gunshots.</span></span></span></p> <p><span><span><span>While Irene brings both a rapier and a willpower-fueled handcannon to the battlefield, she is a Swordsman Guard, not a Lord Guard. She only attacks ground enemies using her rapier and is not capable of making ranged attacks. With this in mind, her <strong>Flames of Castigation</strong> E1 Talent may seem a bit odd. It gives her Physical damage a 50% chance to ignore part of her target’s DEF, with the chance increasing to 100% against aerial units. (Her <strong>Sword of Cleansing</strong> E2 Talent is a simple ASPD buff that doubles when there are [Sea Monster] enemies on the map; much easier to understand.) If Irene doesn’t make ranged attacks, how can she hit aerial units? The answer is in her Skills and their new status ailment: Levitate.</span></span></span></p> <p><span><span><span>Levitate is an effect that turns the target into an aerial unit for a certain duration, while also preventing the target from being able to move, attack, or activate special abilities. The downside is, Levitate’s duration is halved when used on targets above a certain weight class. All three of Irene’s Skills inflict Levitate, which is how Flames of Castigation can come into play in a big way.</span></span></span></p> <p><span><span><span>The simplest use of Levitate is Irene’s S1, <strong>Gust</strong>. This automatic Skill empowers Irene’s next attack and causes it to inflict Levitate, then immediately inflicts another empowered attack on the target as they are held in the air, guaranteeing <strong>Flames of Castigation’s</strong> DEF ignore (if the enemy is not immune to Levitate, of course). In contrast, Irene’s S2—<strong>Shattertide</strong>—uses Levitate purely for crowd-control. This Skill deals damage to multiple enemies in front of Irene and then Levitates all targets below a certain weight class. (Note that because there is no follow-up attack, <strong>Shattertide</strong> won’t trigger <strong>Flames of Castigation</strong> like <strong>Gust</strong> does.) Her <strong>Judgment</strong> S3 combines aspects of both Skills: it deals Physical damage to all nearby ground enemies and Levitates them, then unleashes a flurry of randomly-targeted splash-damage attacks within the same area. Spread out between multiple targets, <strong>Judgment</strong> easily cuts the herd down to size; focused on one opponent, <strong>Judgment</strong> can shred even the largest of health bars.</span></span></span></p> <p><span><span><span>The way that Irene’s kit revolves around Levitate holds her back in some situations. She is an excellent counter to lightweight enemies, especially since Levitate prevents attacks and special skills from being used, but she suffers against heavier enemies (who halve Levitate’s duration) or targets who are flat-out immune to her tricks. In particular, since <strong>Judgment’s</strong> multiple attacks take several seconds to complete, heavier enemies will likely run out the Levitate duration partway through the Skill and return <strong>Flames of Castigation</strong> to a coinflip rather than a guarantee, reducing the total damage done. Irene needs to know when she’s outmatched—much like in the “Stultifera Navis” event, she can’t just duel every enemy without an issue. As long as the Doctor is paying attention to the weight and immunities of the enemies Irene is facing, however, she <em>will</em> make her mentor Inquisitor Dario proud of her conduct.</span></span></span></p> |
S- |
Explanation
Summary<span style="color:green;">+ Trait: Regular attacks deal damage twice<br> + Talent: When deployed, all Skills with [On Attack] and [When Hit] Charge Type gain 1 SP over time<br> + E2 Talent; +ATK, +DEF, +Physical Dodge<br> + Excellent when paired with other Operators that have [On ATK] or [When Hit] charge skills<br> + S2: Strong burst group assassination<br> + S3: Great multi-target and Boss killing<br></span> = While her attacks hit twice, they only charge 1 SP per attack, and her ATK stat is lower than other Guards to compensate, putting her at a disadvantage against high DEF enemies<br> = As a Nuker, her best Skills are instant bursts, and she lacks Skills for sustained damage<br> <span style="color:red;">- Expensive Deploy Cost<br> - [On-Attack] charge Skills with moderate SP Costs can be slow to charge</span>Overview<p><i>“Such evil must be stopped, and by any means necessary.”</i></p> <p>Onee-san, tsundere, waifu, and all-around badass of the early Arknights story, Ch’en is not just a high-ranking Lungmen official but also a 6★ <s>Specialist</s> <br>Dualstrike Guard</br> with an outstanding and diverse kit.</p> <p>Of her two Talents, Ch’en’s first, <b>Scolding</b> is potentially her most potent: it causes all allies with Skills of the “Attacking Enemy” or “Getting Hit” SP Charge Type to gain 1 SP every 5 seconds. This can be used solo or stacked with other SP-gain abilities to allow more frequent Skill use. Just call her the SP Energizer Bunny (though maybe not within her hearing).</p> <p>Along with her trait that allows her to deal damage twice with each attack, what makes Ch’en so unique is the variety and effectiveness of her Skills. Her role in battle changes based on the Skill she uses, and she is solid at all of them. <ul> <li>Her Skill 1, <b>Sheathed Strike</b>, boosts her single-target DPS with a nice Attack steroid and adds fairly consistent stuns.</li> <li>If she equips her Skill 2, <b>Chi Xiao - Unsheath</b>, Ch’en turns into a multi-target burst assassin. The Skill deals a lot of Physical and <b>Arts</b> damage to multiple enemies in range (both ground and <b>aerial</b>!), and at max Skill Level it is available to use <b>immediately</b> on deploy.</li> <li>Need some multi-attack burst with crowd control? Ch’en’s ready with her Skill 3, <b>Chi Xiao - Shadowless</b>, which divides several hits between targets over a large area and ends with a Stun. Use it and watch low-Defense bosses melt before your eyes!</li> </ul> <p>Ch’en’s greatest weakness is that she <s>hasn’t joined me yet</s> pays for her amazing Skills by only being able to charge them when she is attacking. Although her Talent does soften the blow, it can be frustrating during breaks in battle watching Ch’en get no closer to her next Skill use while other Operators are charging. Ignore Ch’en at your peril, however. Given the chance, her skillful swordplay can completely dominate the battlefield.</p> |
A+ |
Explanation
Summary<span style="color:green;">+ Trait: Regular attacks deal damage twice<br> + Talent: Increase ASPD every killing blow, up to cap.<br> + S2: Great crowd-control: low SP cost and ability to store charges allows her to rapidly launch AOE stuns<br> + Mixed damage types with Physical damage on basic attacks and Arts on skills.<br> + Fast ASPD and low SP cost skills<br></span> = While often compared to Ch'en, Bibeak's strength is more in AOE crowd-control than damage<br> <span style="color:red;">- S2: Fairly weak nuking power for an AOE burst skill<br> - Typical Archetypal drawbacks of low base ATK and relatively high DP costs</span>Overview<p><span><span><span><span><span><span>Fashion designer Bibeak was exposed to Originium by accident when she was caught up in a factory riot, which ended her promising career long before its time. Now that she's Infected, she has few options available to her, but she’s making the best of it by joining Rhodes Island as a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Dualstrike Guard</span></span></strong><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>quick attacks</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>multi-target Skills</span></span></strong></span></span></span><span><span><span><span><span><span>, and a killer Gothic Lolita aesthetic.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Dualstrike-Guard##null##cn##skills">Dualstrike Guard</a>, Bibeak has the Trait of dealing damage twice every time she attacks. In addition, her Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Soul Drinker</span></span></strong></span></span></span><span><span><span><span><span><span>—gives her stacks of an attack speed buff (up to a cap) every time she deals the killing blow to an enemy unit. Her Skills are perfect for getting these killing blows: her automatic Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Plumage Pins</span></span></strong></span></span></span><span><span><span><span><span><span>, increases the damage of her next attack and also deals Arts damage to another enemy behind the first, while her manual Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Blade Swap</span></span></strong><span><span><span>, deals Arts damage to multiple enemies (ground or air!) and Stuns them. The really impressive thing about both these Skills is how fast they charge. Both have the sometimes-inconsistent “Attacking Enemy” SP generation, but they also have incredibly low SP costs. </span></span></span><strong><span><span>Blade Swap</span></span></strong><span><span><span> even holds multiple charges, so you can build its SP on weak early waves and spam it later when you need it.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Bibeak suffers from the usual weaknesses of Dualstrike Guards: high DP cost, lower base ATK to compensate for hitting twice, and “Attacking Enemy” SP generation. Her lower base ATK also means she can have trouble with high-DEF enemies. However, much like she adapted to being Infected, Bibeak has adapted to her low ATK by loading her Skills with Arts damage, which allows her to tear right through high-DEF opponents. She also benefits from being an Event Operator, which makes it easier to max out her Potential buffs. Don’t let her delicate, frilly appearance fool you: Bibeak is a warrior to be respected.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Archetype: Regular attacks deal damage twice<br> + Talent: Normal attacks have a chance to recover 1 additional SP<br> + S2: Very high AOE damage on drones<br> + Good SP cost on Skills for a burst damage Guard<br></span> <span style="color:red;">- Specializes in clearing groups of flying enemies with Skills, but needs to attack ground units to charge the Skills.<br> - Low DEF and no damage mitigation can be a problem since she needs to be on the front line to attack to charge her Skills<br></span>Overview<p><span><span><span><span><span><span>In exchange for Oripathy treatment, Cutter has signed on to work with Rhodes Island. She may be a disaster in the kitchen, but as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Dualstrike Guard</span></span></strong></span></span></span><span><span><span><span><span><span>, Cutter has quite a bit of talent at </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span>, particularly against </span></span></span></span></span></span><span><span><span><strong><span><span>aerial units</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Cutter specializes in quickly charging her Skills, which have low SP costs and charge when she attacks an enemy. Her Trait causes her to strike twice with each attack, and her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Photoetched Marks</span></span></strong></span></span></span><span><span><span><span><span><span>, gives each hit a chance to recover an extra SP. This Talent can speedily charge Cutter’s Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Redshift</span></span></strong></span></span></span><span><span><span><span><span><span>, which deals four hits in an extended range to random enemies in front of her, including aerial enemies. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Crimson Crescent</span></span></strong></span></span></span><span><span><span><span><span><span>, is only slightly more expensive, and it damages multiple enemies in a large area around Cutter, with twice the ATK scaling against flying targets. Considering she has surprisingly high ATK for a Dualstrike Guard, Cutter can output a lot of damage in a short time, and her ranged Skills allow her to shut down flying enemies more easily than most ground-based Operators--very useful in Challenge stages where Snipers or other ranged units are banned.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That being said, Cutter’s high DP cost (typical of Dualstrike Guards) and the random nature of her damage can be drawbacks. Her Talent has a fairly low activation chance and you can’t choose targets for her Skills, so she’s not the most reliable answer for aerial units on a regular basis. Nevertheless, Cutter’s Skill-centric playstyle gives her a lot of potential for Doctors to utilize on the battlefield. Don’t sell her short because of her weaknesses… or because she accidentally blew up the kitchen once or twice.</span></span></span></span></span></span></p> |
A- |
Explanation
Summary<span style="color:green;">+ Uniquely long range for a dual-strike guard<br> + S1: DEF ignore compliments his dual-strike attacks well since he doesn't have high base ATK. Good sized AOE for the burning zones.<br> + S2: Fires about 20 attacks in 4s. It will potentially deal great damage when buffed or facing very low DEF enemies.<br></span> = All skills have on-attack charging SP but thanks to his increased range he can charge them easier than other dual-strike guards<br> <span style="color:red;">- S2: No damage multipliers means a lot of his damage will be mitigated by enemy DEF<br> - Longer than normal redeployment time<br> - Long Skill cooldowns and poor uptime<br></span>Overview<p><span><span><span><span><em><span>“If you invited me, you must not be looking for a tactician.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Alexsandr Senaviev, codename Tachanka, is one of the Rainbow 6 members who has been signed onto Rhodes Island for a limited time after the Watchtower 33 incident. An easygoing man who likes to share pictures of his nieces and nephews, Tachanka has had no trouble fitting in at Rhodes Island… other than difficulties with getting his rocket launcher working. (Closure has ordered that none of Rhodes Island’s Sankta Operators be allowed to examine his rocket launcher because they’ll get ideas about making one for themselves.) At least he still has his modified machine gun, which he wields as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Dualstrike Guard</span></span></strong></span></span></span><span><span><span><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>increased attack range</span></span></strong></span></span></span><span><span><span><span><span><span> and some </span></span></span></span></span></span><span><span><span><strong><span><span>DEF-ignoring capabilities</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Tachanka differentiates himself from other Dualstrike Guards right off the bat with his Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Heavy Firepower</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives him +1 attack range at E0 and +2 attack range at E2. (It makes sense, considering that Tachanka is attacking with a gun, rather than swords like most Dualstrike Guards.) The downside is that this Talent also increases his redeployment time—which is already longer than average, like other welfare units—so be careful about retreating him unnecessarily.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Tachanka’s firepower is also a key part of his Skills. His S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Incendiary Grenade</span></span></strong></span></span></span><span><span><span><span><span><span>, sets a small AoE on fire, dealing Arts damage to ground-based enemies that walk through it and allowing Tachanka to ignore a flat amount of DEF when attacking these enemies. Dualstrike Guards typically have trouble with high-DEF enemies due to their low base ATK; ignoring DEF helps Tachanka to compensate for this weakness. Alternately, Tachanka can simply unload into a crowd at full strength with his S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Spray and Pray</span></span></strong></span></span></span><span><span><span><span><span><span> dramatically increases his rate of fire, and gives his attacks a chance to deal critical damage. </span></span></span></span></span></span><span><span><span><strong><span><span>Spray and Pray</span></span></strong></span></span></span><span><span><span><span><span><span> has an extremely short duration and causes Tachanka to hit random targets within his range rather than focusing on just one, but between his double attacks and the critical hit chance, a short duration is often all that is needed to get at least one kill off on the enemy team.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>There are some disadvantages to using a gun instead of a sword as a Dualstrike Guard. One of them is DP cost. Tachanka has a weirdly high DP cost for a Dualstrike Guard—coupled with his increased redeployment time, this makes retreating especially punishing for him. There are flaws in his battle performance as well: his Skills have short durations and the [Attacking Enemy] SP charge type, leading to low uptimes. His increased attack range is his main draw, but this isn’t always useful, considering that other Dualstrike Guards tend to have Skills with increased attack ranges as well, helping them to close the gap.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Between his attack range and his potential for burst DPS, Tachanka certainly occupies a unique space in the Dualstrike Guard archetype. Whether that space is useful to the player will differ on a case-by-case basis, but there’s no harm in giving Tachanka a </span></span></span></span></span></span><span><span><span><span><em><span>shot</span></em></span></span></span></span><span><span><span><span><span><span> (or two, or</span></span></span></span></span></span><a href="https://rainbowsix.fandom.com/wiki/DP27"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>seventy</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>) to see if he can benefit your team composition. </span></span></span></span></span></span></p> |
Guard Duelist / Dreadnought
S+ |
Explanation
Summary<span style="color:green;">+ Dreadnought Guard with very high damage and survivability.<br> + Very effective against bosses and elite threats thanks to her damage output.<br> + Talent: All attacks ignore some Defense so she can mow down armored enemies with ease.<br> + S2: Consumes no deployment slots and gives 4 Shields. Can easily handle dangerous enemies with helidrops thanks to a high Attack buff.<br> + S3: Extremely high burst damage with wide range and the possibility of True damage that creates a very tanky summon.<br></span> <span style="color:red;">- Usual archetype weaknesses: 1 Block count, not too great at holding lanes.<br> - Generally outclassed by Surtr as a boss killer.<br> - S2: Retreats self when the skill ends, and has increased redeployment time if the last Operator deployed wasn't Kazimierz.<br> - S3: More limited in usage compared to Surtr. The conditional True damage cannot offset her flat Resistance ignore.</span>Overview<p><span><span><span><span><span><span>It is well known that Margaret Nearl was renowned for her ferocity when she fought as a Knight in Kazimierz, but up until now her focus in Rhodes Island has been on</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/nearl"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>supporting her allies</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> rather than taking point in battle. After much training to perfect her Originium Arts, however, Nearl is returning to the frontlines in a big way: as Nearl the Radiant Knight, a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Dreadnought Guard</span></span></strong></span></span></span><span><span><span><span><span><span> with a dazzling display of different talents: </span></span></span></span></span></span><span><span><span><strong><span><span>dueling potential</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>helidrop potential</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>True damage</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>extra attack range</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>extra Blocking</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>Stuns</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>Shields</span></span></strong></span></span></span><span><span><span><span><span><span>, and more.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Dreadnought Guards have typically been hard to use well in Arknights, as they usually combine Block-1 with limited toolsets. Nearl the Radiant Knight (we’ll call her “Nealter” from here on out) has observed this and resolved not to make the same mistake. Her kit is bursting with unusual tools, starting with her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Brave the Darkness</span></span></strong></span></span></span><span><span><span><span><span><span>, which inflicts True damage and a Stun on adjacent enemies when she is deployed. (We’ll come back to this.) Her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Daybreak</span></span></strong></span></span></span><span><span><span><span><span><span>, allows her to ignore part of her enemy’s DEF. Along with Nealter’s sky-high base ATK, this gives her a noticeable bite even against tough opponents.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>However, Nealter’s Skills are where she really shines (pun intended). Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Flaming Edge</span></span></strong></span></span></span><span><span><span><span><span><span>, is a slow-charging permanent buff that increases Nealter’s attack range, ATK, and ASPD once activated. It pales in comparison to her other Skills, however. Firstly, there’s </span></span></span></span></span></span><span><span><span><strong><span><span>Night-Scouring Gleam</span></span></strong></span></span></span><span><span><span><span><span><span>, arguably one of the more unique Skills in Arknights. This on-deployment Skill dramatically increases Nealter’s already-high ATK and gives her layers of Shield. In addition, it passively causes her to </span></span></span></span></span></span><span><span><span><span><em><span>not use a deployment slot</span></em></span></span></span></span><span><span><span><span><span><span>. The downside is that Nealter will automatically retreat once the Skill duration ends, and her redeployment time will be increased unless the last Operator to be deployed before she retreated was a Kazimierz Operator (fortunately, Nealter herself counts for this purpose). </span></span></span></span></span></span><span><span><span><strong><span><span>Night-Scouring Gleam</span></span></strong></span></span></span><span><span><span><span><span><span> turns Nealter into a powerful helidrop Operator, utilizing her gargantuan ATK and her </span></span></span></span></span></span><span><span><span><strong><span><span>Brave the Darkness</span></span></strong></span></span></span><span><span><span><span><span><span> Talent repeatedly without needing to leave a deployment slot open for the purpose.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Finally, we have </span></span></span></span></span></span><span><span><span><strong><span><span>Blazing Sun’s Obeisance</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill summons a “Blazing Sun” minion on an open tile next to Nealter, inflicting True damage and Stunning nearby enemies (are you noticing a pattern here?) For the Skill’s duration, Nealter boasts increased ATK, DEF, and attack range, </span></span></span></span></span></span><span><span><span><span><em><span>and</span></em></span></span></span></span><span><span><span><span><span><span> she deals True damage when attacking any enemy blocked either by herself or the Blazing Sun. </span></span></span></span></span></span><span><span><span><strong><span><span>Blazing Sun’s Obeisance</span></span></strong></span></span></span><span><span><span><span><span><span> covers many of the Dreadnought Guard archetype’s weaknesses: the Blazing Sun has Block-2 and is quite tanky, allowing it to soak damage for the more fragile Nealter and Block swarms of enemies while Nealter kills them. Dealing True damage allows Nealter to cut through high-DEF enemies that usually stonewall Dreadnought Guards, and the expanded attack range also helps her kill small fry before they reach her and take up her precious Block-1. It even has a surprisingly low SP cost for such a powerful Skill.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>It says something about the state of Dreadnought Guards that Nealter needed all this power and utility just to stay competitive. The archetype’s Block-1 and very low base DEF still makes her a risky choice for lane holding, and she has some special disadvantages all her own. Her True damage is largely conditional, she eats up a lot of DP with S2 or multiple grids on the map with S3, and she needs other Kazimierz Operators in her squad for maximum effect. Make no mistake, however: when used correctly, Nealter’s abilities reach dizzying heights that few other Operators can match. The sun may not shine every day, but that doesn’t make it any less blinding when it’s out in full force!</span></span></span></span></span></span></p> <p> </p> |
S- |
Explanation
Summary<span style="color:green;">+ S2: Huge on-deploy damage makes her great for boss killing or dueling big enemies<br> + S3: turns her into a raid boss for the duration<br> + Very high ATK and HP stats<br></span> = Duelist Guard: Blocks 1<br> = Glut of 6* Guards gives Skadi a lot of competition, and makes her somewhat replaceable<br> <span style="color:red;">- S2: High DP cost can limit redeploy potential<br> - low DEF</span>Overview<p><em>“Prepare yourself to face the endless darkness with me.”</em></p> <p>Operator for a Rhodes Island Assault Team who prefers solo action, Skadi the bounty hunter is ready to dethrone your enemies. As a <strong>Duelist Guard</strong>, Skadi specializes in <strong>DPS</strong> and <strong>Survival</strong>.</p> <p>Skadi is a 6-star Operator who can become an assassin or emergency drop depending on her equipped skill. Her Skill 2, <strong>Wave Strike</strong>, gives her a massive Attack buff for a short time right after she is deployed. This Skill is perfect for assassinating unarmored targets. Drop Skadi on top of the most dangerous enemy as they advance and her increased Attack will shred them into fish food. Skill 3, <strong>Tidal Elegy,</strong> turns Skadi into an unstoppable juggernaut with boosted HP, Attack, and Defense. This Skill makes Skadi virtually invincible: your enemies will break upon her like waves upon the shore. <strong>Tidal Elegy</strong> is very expensive, so don't expect to use it several times in one fight, but it starts off with a huge chunk of SP, making it easy to use soon after Skadi is deployed.</p> <p>Skadi has one of the highest ATK and HP stats in Arknights, but the same can’t be said for her Defense. She is more on the fragile side when it comes to taking hits, despite her huge health pool. Along with only being able to Block-1, Skadi clearly excels at attacking rather than defending. She is an Operator who can take some heat behind enemy lines while taking out priority targets. To look into the face of Skadi is to look into the face of death.</p> |
A |
Explanation
Summary<span style="color:green;"> + S3: Can be activated even if already under a status effect. One of the few (only at the time of this writing) units who is completely immune to status effects and break free of them. That's a notable niche on an otherwise bad unit.<br> + Decent DPS when his effects all line up.<br> </span><span style="color:red;"> - S1: Generic Power Strike skill on a 6★.<br> - S2: With no Redeployment reduction, the effective cycle time on S2 is extremely long and it doesn't even do anything good.<br> - Talent 1: Extremely situational effect that is rarely useful.<br> - One block and single-target damage limit his general use.<br> </span>Overview<p dir="ltr"><strong>Credits: </strong> m.e.l.o.n., Setsura</p> <p> </p> <p>------------------------------------------------</p> <p>"Franz, oh, also called "Ebenholz", told me about this place. I'm from Leithanien, I have a sword, I know some spells... I can help you.”</p> <p>------------------------------------------------</p> <p>[Rhodes Island External Collaborator Recommendation Form]</p> <p>Name: Lessing Meyer</p> <p>Age: 17 years old</p> <p>Sex: Male</p> <p>Specialties: Swordsmanship, extensive combat experience</p> <p>Reasons for recommendation:</p> <p>He had worked with me at Zwillingstürme and managed to escape unscathed. I think this is enough reason for a recommendation.</p> <p>If I have to write more, he claimed to want to protect something...</p> <p>And he had.</p> <p>Estimated difficulties in communication:</p> <p>It is obvious that there is an element of unreasonableness in his character, and I have fully experienced it myself.</p> <p>But perhaps, he just knows how to grasp what is important when dealing with other people.</p> <p>Recommended by: Ebenholz</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Duelist-/-Dreadnought##null##cn##stats">Guard [Dualist / Dreadnought]</a></p> <p><strong>Trait:</strong> Blocks 1 enemy</p> <p><strong>Talent : </strong>When blocking, take less physical and arts damage from enemies that he is not blocking.</p> <p><strong>Talent : </strong>After taking damage, ATK increases, last for a certain duration (Unstackable) </p> <p><strong>Skill 1:</strong> For next attack, ATK increases.</p> <p><strong>Skill 2: </strong>For a certain duration after deployment, talent 1 effect is increased, ATK is increased and attack becomes double hit.</p> <p><strong>Skill 3</strong>: Becomes immune to status effects, HP increases; When attacking target that is blocked, physical damage dealt is increased Can be activated even when he is affected by status effect and it will be purged, however will take certain amount of arts damage</p> |
B+ |
Explanation
Summary<span style="color:green;">+ Talent: Chance to ignore DEF on attack<br> + Good option vs the very heavy armored enemies with 2k+ DEF<br> + S2: makes her DEF ignore very consistent <br></span> = Duelist Guard: Block-1<br> <span style="color:red;">- The big tanks tend to have high physical damage, making your Medics work overtime to keep her alive (especially during S2)<br> - Most of the time it will be easier to use Arts damage against high-DEF</span>Overview<p dir="ltr"><em>“Heavily armored enemies are SO scary...! Hah, just kidding!”</em></p> <p dir="ltr">Franka is a 5★ Single Target Block-1 <strong>Duelist Guard</strong> whose scorching thermite blade penetrates all defenses. She specializes in high damage output and Defense-ignoring capabilities.</p> <p dir="ltr">Franka has extremely high Attack, giving her exceptional sustained DPS. Her Talent, <strong>Thermite Blade</strong>, and her second Skill, <strong>Vorpal Edge</strong>, combine to give her fairly consistent Defense-ignoring damage, making her an excellent tank killer. She can only block 1, but her job is typically to take down enemies quickly rather than delaying them.</p> <p>Since armored enemies usually hit rather hard and her S2 has the drawback of reducing her own Defense to 0, Franka needs a lot of support to stay alive if she is required to block as well as kill them. Thus, if you need a unit to block armored enemies, it’s usually better to go with a Defender who can survive their attacks. That being said, however, Franka’s sheer DPS output makes her an excellent Guard who scales well into end-game content.<br /> </p> |
B |
Explanation
Summary<span style="color:green;">+ S1: Strong cycle time makes her overall damage output decent, assuming you can keep her alive.<br></span> <span style="color:red;">- S1: Requires outside healing or she will kill herself in a single cycle (at M3), even assuming she takes no outside hits.<br> - S2: Barrier decays in only 6 seconds, making it nearly useless.<br> - S2: With no reduction in redeploy, the effective cycle time is one of the worst in the game.<br> - Talent 2: The one good thing about her kit is only available in a single story chapter where it just isn't needed.<br></span>Overview<p><strong>Credits: </strong> Jetroyz and Setsura</p> <p>"Hi, Doctor, I'm Morgan. Vina said you want me to help? Whether you need ideas or machete, just say it."</p> <p>------------------------------------------------</p> <p>"Who didn't have a fantasy of charging into the battlefield when they were young? When we followed Vina to fight in the Norbert District, we broke a lot of jaws.</p> <p>"War is just like two gangs fighting it out! How could it be different?</p> <p>"When we return to the Norbert District, our Glasgow Gang will protect everyone in the block!"</p> <p>…</p> <p>Morgan looked at the scene in front of her. A familiar block, a familiar people, but she couldn't find any familiar feeling.</p> <p>War is different.</p> <p>"Can we still keep going, Vina?"</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/n/infukun">Infukun</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/37303/Mayumi_Kaneko">Mayumi Kaneko</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Duelist-/-Dreadnought##null##cn##stats">Guard [Duelist / Dreadnought]</a></p> <p><strong>Trait:</strong> Blocks 1 enemy</p> <p><strong>Talent 1:</strong> When deployed, gain a certain amount of ATK [Tenacity] effect (reaches maximum effect after losing a certain amount of HP)</p> <p><strong>[Tenacity]: </strong>Gain the corresponding percentage of stat increase based on HP lost. Reaches the maximum effect after losing a certain percentage of HP (strongest effect takes precedence)</p> <p><strong>Talent 2:</strong> In EP12, does not use a deployment slot</p> <p><strong>Skill 1:</strong> When skill is active, every attack deals a certain amount of Physical damage and Morgan loses a certain percentage of current HP</p> <p><strong>Skill 2:</strong> After deployment, immediately lose a certain percentage of Max HP and gain a certain amount of Barrier (decays over several seconds). Within the skill duration, every attack deals a certain amount of Physical damage</p>
Explanation
Summary<span style="color:green;">+ High base ATK, and with great ATK buff from S2 she can reach over 2k ATK when maxed<br> + Her HP is monstrous, and combined with S1 she is very durable<br> + Can scale to endgame <br></span> = Duelist type Block-1<br> <span style="color:red;">- Weaker than Melantha at the same levels<br> - The farther you get into the game, the less you will need a dedicated guard to fight enemy Casters<br> - Many higher rarity Guard options.<br></span>Overview<p><span><span><span><span><em><span>“You don't even recognize me on the battlefield? I just start cutting through enemies one by one with a blank expression on my face? Wow! Sounds hella badass! Wish I could watch myself out there.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Off the battlefield, Matoimaru is a hyper-cheerful ball of energy who indulges in sparring matches, soccer games, and flower arrangements (on display every Saturday at 3pm!). On the battlefield, she is a stone-cold </span></span></span></span></span></span><span><span><span><strong><span><span>4* Duelist Guard</span></span></strong></span></span></span><span><span><span><span><span><span> designed for </span></span></span></span></span></span><span><span><span><strong><span><span>single-target assassination</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Matoimaru is a rather lopsided Operator who has put all of her stats into HP and ATK, completely neglecting DEF. Her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Demonic Physique</span></span></strong></span></span></span><span><span><span><span><span><span>, passively increases her HP and lowers her DEF, and both of her Skills play into this dichotomy further. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Regeneration β</span></span></strong></span></span></span><span><span><span><span><span><span>, is a simple self-heal that gives Matoimaru incredible self-sustain. When you need her to cut loose and kill everything, use her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Demonic Power</span></span></strong></span></span></span><span><span><span><span><span><span>, which offers a crazy ATK boost in exchange for lowering her DEF to 0 for the Skill duration.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Dropping to 0 DEF can be an issue for an Operator like Matoimaru. With </span></span></span></span></span></span><span><span><span><strong><span><span>Demonic Power</span></span></strong></span></span></span><span><span><span><span><span><span> active, engaging the wrong opponent or being in range of one extra ranged unit can swiftly lead to her death. However, if you don’t overextend her, Matoimaru’s deep HP pool can absorb quite a few hits. And of course, her lack of DEF is no problem at all when it comes to killing enemy Casters. In fact, her huge HP pool and quick-charging Skills make it easy for her to tank a few magic bolts while she’s cutting a key enemy Caster to ribbons.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Talent: Stacks increasing HP for every enemy he kills<br> + Huge HP and ATK stats<br> + S1: decent damage and self-sustain<br> + S2: Significant DPS boost once it activates<br></span> = Duelist Guard: Block-1<br> <span style="color:red;">- Trait: Single Target, block 1, and requiring the killing blow make this slow to charge.<br> - S2: long charge time means it won't have time to make a significant difference on many maps<br> - Very low DEF<br> - Players with Melantha already developed may be better served waiting to acquire a more widely applicable front-line DPS</span>Overview<p><em>"Ahh, I've longed for a hurricane of blood."</em></p> <p><span><span><span><span><span><span>Flamebringer is every dual-wielding, leather-wearing, battle-crazy anime character all rolled into one. He has a mysterious past, only smiles on the battlefield, and spends his spare time taking care of flowers (probably so he can make speeches about how ephemeral the life of a flower is before he shanks somebody). He is also a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Duelist Guard</span></span></strong></span></span></span><span><span><span><span><span><span> who strikes a balance between </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Survival</span></span></strong></span></span></span><span><span><span><span><span><span> by </span></span></span></span></span></span><span><span><span><strong><span><span>gaining max HP when he kills an enemy</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Flamebringer has one of the highest maximum HP stats of any Operator in Arknights, and his Talent, </span></span></span></span></span></span><strong>Bloody Slaughter</strong>,<span><span><span><span><span><span> buffs it up higher for every enemy unit he kills. Given the chance to massacre some weaklings early in a fight, Flamebringer can survive hits that would flatten most other Operators. His Skill 1, </span></span></span></span></span></span><strong>Blood Pact</strong>,<span><span><span><span><span><span> shores up his survivability further by recovering his HP every few attacks. In contrast, his Skill 2, </span></span></span></span></span></span><strong>Blade Demon</strong>,<span><span><span><span><span><span> rewards his survivability by giving him a massive, </span></span><em><span>permanent</span></em><span><span> buff to ATK and ASPD after he successfully attacks enough times in one battle.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That being said, don’t expect Flamebringer to be hitting his max potential in every battle. As a single-target Guard who can only Block-1, Flamebringer isn’t great at quickly amassing a lot of kills unless you go out of your way to feed them to him. On short, frantic maps where he doesn’t have the time to power-up, Flamebringer may not be much help to Rhodes Island. Then again, when you’re in for the long haul on a map like Annihilation, Flamebringer can snowball into the deadly dark knight of your most angsty teenage dreams.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;"> + Very cheap to Deploy with decent stats and high attack modifiers<br></span> = S1: Very high damage burst, but at an extremely low proc rate. Damage is mediocre without lucky procs.<br> = Talent: Reduced Deployment Cost and Re-deployment time, but Self-stun for 10 seconds on deployment.<br> = Duelist Guard Archetype<br> = More for memes/fun Operator than practical in combat, as they are too RNG reliant to be useful<br> <span style="color:red;">- S2: 50% chance to stun every nearby ally for a long duration. It is very troll.</span>Overview<p><span><span><span><span><span><span>A nonbinary character from an old Arknights fairy tale, mysteriously appearing in the modern day for reasons unknown! This small frame belies powers the likes of which you’ve never seen! Rhodes Island has been graced by the presence of this </span></span></span></span></span></span><span><span><span><strong><span><span>4* Duelist Guard</span></span></strong></span></span></span><span><span><span><span><span><span>, and Conviction’s mythical powers of </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>crowd-control</span></span></strong></span></span></span><span><span><span><span><span><span> will leave an impression that will never be forgotten!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Right from their first moment on the battlefield, Conviction makes a splash with the </span></span></span></span></span></span><span><span><span><strong><span><span>Safe Landing</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which decreases Conviction’s DP cost and redeployment time so that all Doctors can have them on the field as much as possible. </span></span></span></span></span></span><span><span><span><strong><span><span>Safe Landing</span></span></strong></span></span></span><span><span><span><span><span><span> does have the </span></span></span></span></span></span><span><span><span><span><em><span>teensy</span></em></span></span></span></span><span><span><span><span><span><span> downside of Stunning Conviction for 10 seconds after deployment, but it’s a small price to pay for having the legendary Conviction on your side! After all, their Skill 1 is </span></span></span></span></span></span><span><span><span><strong><span><span>Offensive Conviction</span></span></strong></span></span></span><span><span><span><span><span><span>, an automatic Skill that increases the damage of the next attack. There’s a large chance this Skill grants a small damage boost, but there’s also a small chance that this Skill will grant the </span></span></span></span></span></span><span><span><span><span><em><span>largest ATK boost in Arknights</span></em></span></span></span></span><span><span><span><span><span><span>! Yet even this pales in comparison to the game-changing power of the fast-charging Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Genesis</span></span></strong></span></span></span><span><span><span><span><span><span>. This explosive Skill rocks the fabric of space and time, dealing massive Arts damage to all nearby enemies and Silencing them to prevent their special abilities! There may also be a </span></span></span></span></span></span><span><span><span><span><em><span>minor</span></em></span></span></span></span><span><span><span><span><span><span> 50% chance that the Skill will backfire and Stun all nearby allies instead, but that just makes using Conviction more exciting! Obviously nothing could possibly tarnish the majesty of the great and powerful Conviction! Right?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>…Right?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Okay, so Conviction is an April Fool’s joke Operator who probably shouldn’t be fielded in a serious fight. The unreliability can be a major issue, the self-Stun on deployment can be a major issue, lack of Potential buffs can be a major issue, and let’s not even </span></span></span></span></span></span><span><span><span><span><em><span>talk </span></em></span></span></span></span><span><span><span><span><span><span>about </span></span></span></span></span></span><span><span><span><strong><span><span>Genesis</span></span></strong></span></span></span><span><span><span><span><span><span>. However, as far as joke characters go, Conviction </span></span></span></span></span></span><span><span><span><span><em><span>is</span></em></span></span></span></span><span><span><span><span><span><span> better than you might think. Their stats are pretty good for rarity and archetype; their low DP cost is convenient; and the massive damage from </span></span></span></span></span></span><span><span><span><strong><span><span>Offensive Conviction</span></span></strong></span></span></span><span><span><span><span><span><span> is incredibly satisfying when it procs, especially against something like a Hateful Avenger. Conviction may not be the most efficient use of your Operator resources, but their wildly unpredictable fighting style can make them fun to use anyway!</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Mel serves as a nice Caster assassin for early chapters of the game.<br> + High ATK and HP for her level<br> + S1: Decent ATK boost Skill<br> + Cheap to develop and deploy, and easy to max Potential<br></span> = 1-Block Duelist Archetype<br> <span style="color:red;">- very replaceable<br> - S1: has a long cool-down</span>Overview<p dir="ltr"><em>“No, it's not that I don't want to become close to others... It's just that... I don't know what to do...”</em></p> <p dir="ltr">A proper young lady with a love for art and a shy personality may be an unexpected choice to lead Rhodes Island’s Op Reserve Team A4, but any doubts disappear once she starts dicing enemies with her katana. Despite being a humble <strong>3★ Guard</strong>, Melantha is one of the stronger low-level <strong>DPS</strong> Operators in Arknights, and many Doctors continue deploying her long after they have stopped using other 3★ units.</p> <p dir="ltr">Melantha is what some players call a “stat stick”: rather than fancy tricks, she packs her power into her raw stats. Her HP and ATK are ridiculously high for her rarity and DP cost, and the ATK buffs from her <strong>ATK Up</strong> Talent and <strong>ATK Up α</strong> Skill boost her already-high DPS to even more impressive levels.</p> <p>Despite this, Melantha does fall off in high-end content. Her kit lacks the utility that many higher-rarity Guards bring to the table, and her lack of an E2 promotion limits her potential in the long run. That being said, with the accessibility and low investment cost of a 3★ rarity on her side, it’s no surprise Melantha carries so many Doctors on her well-bred shoulders.</p> |
C |
Explanation
Summary<span style="color:green;">+ Does not count toward the Deploy Limit<br> + Decent melee buffs on deployment<br> + Good for suiciding or baiting if you don't have room for another Operator.<br> + Extremely cheap to develop and deploy<br></span> <span style="color:red;">- Very ineffective at fighting anything outside the beginning chapters</span>Overview<p><span><span><span><span><em><span>“Well done, Doctor. Castle-3 is your best choice on the path of justice!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>One of the mechanical mascots of Rhodes Island, Castle-3 has been programmed to do two things: to adore “Master Closure” above all others, and to help the Doctor as a </span></span></span></span></span></span><span><span><span><strong><span><span>1* Robot Guard</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like fellow </span></span></span></span></span></span><span><span><span><strong><span><span>Robot</span></span></strong></span></span></span><span><span><span><span><span><span> Lancet-2, Castle-3 works by different rules than most Operators. He does not count against Unit Limit when deployed on the field, but he has an extremely long Redeploy Time. He cannot be promoted, and he has no Skills. His value lies in his Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Tactical Configuration</span></span></strong></span></span></span><span><span><span><span><span><span>, which buffs the ATK and DEF of all melee Operators for a short time when he is deployed. Deploying Castle-3 at an opportune moment can allow your Operators to defeat waves that might otherwise overwhelm them.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>After his buff has expired, Castle-3 can still serve as a Block-1 melee Operator, but with his terrible stats and lack of Skills, this is rarely useful. It’s usually best to drop Castle-3 for his buff, then retreat him so he can potentially redeploy later. He can also be used as bait for enemies like Bombtails or boss units, as delaying or distracting these opponents for even one attack can sometimes be critical. Castle-3 is a great candidate for these suicide missions because he is incredibly cheap to deploy and can be used even at full team deployment. If you don’t plan to bring him to battle, leveling Castle-3 to max is still worthwhile for his second RIIC building buff, </span></span></span></span></span></span><span><span><span><strong><span><span>Combat Guidance Video</span></span></strong></span></span></span><span><span><span><span><span><span>, which greatly increases the production rate for Battle Records.</span></span></span></span></span></span></p> |
Guard Enmity / Musha
A+ |
Explanation
Summary<span style="color:green;">+ Trait: Heal HP on every hit<br> + Talent1: Based on HP lost, increase attack speed<br> + Talent2: When not blocking enemies, recovers HP every second<br> + Extremely high HP and ATK<br> + Great for Contingency Contract (CC) as he keeps most of his effectiveness through CC debuffs<br> + A solo character that can be placed on his own and if leveled high enough can 1v1 most enemies with no help<br> + Strong counter to enemies like the Avenger and Rockbreaker as his dodge and high dps allows him to 1v1 them effectively (with some RNG)</span><br> = Enmity Guard Archetype: Block-1<br> <span style="color:red;"> - High DP cost<br> - Fairly niche outside of CC. When healing and Operator choices are less limited, solo 1v1 Operators are less valuable<br> - Can't be healed directly (passive regen works)<br></span>Overview<p><em>"I was born to fight battles. Only butchers thirst for blood. We're merely paying a price for survival."</em></p> <p><span><span><span><span><span><span>The venerable Ojiisan of Arknights, Hellagur is a former war veteran of the Ursus army, the victor of countless battles, and a tragic hero who has taken the lives of friends with his own hands for the sake of an Empire he now stands against. Hellagur is the first Operator of the </span></span></span></span></span></span><span><span><span><strong><span><span>Enmity Guard</span></span></strong></span></span></span><span><span><span><span><span><span> Archetype, which </span></span></span></span></span></span><span><span><span><strong><span><span>cannot be healed by other Operators</span></span></strong></span></span></span><span><span><span><span><span><span> directly and</span></span></span></span></span></span><span><span><span><strong><span><span> self-heals on hit</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span>Hellagur is a self-sufficient DPS-oriented Operator whose damage increases as he loses HP. His first Talent, <strong>Waxing Moon</strong>, is the engine of his enmity machine, increasing his attack speed significantly at lower HP percentages. The self-sufficiency and self-healing are powered by his Trait, which restores HP on every hit, and his second Talent, <strong>Ingenious Strategist</strong>, which restores HP over time when he isn’t blocking an enemy. His self-healing is important, as he cannot be healed directly by other Operators (though it is important to know that he </span></span></span></span></span><span><span><span><span><em><span>can </span></em></span></span></span></span><span><span><span><span><span><span>still be healed by global healing effects, such as </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/perfumer"><span><span><span><span><span><span><span>Perfumer</span></span></span></span></span></span></span></a><span><span><span><span><span><span> or </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/angelina"><span><span><span><span><span><span><span>Angelina</span></span></span></span></span></span></span></a><span><span><span><span><span><span>’s Talents).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Hellagur’s Skills are tailored to increase his DPS in different situations. Skill 1, <strong>Crescent Moon</strong>, is consistent and automatic, hitting twice and adding a </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/gameplay-basics/arknights-mechanics-behind-numbers-attack-modifiers"><span><span><span><span><span><span><span>multiplicative ATK modifier</span></span></span></span></span></span></span></a><span><span><span><span><span><span> when triggered. Skill 2, <strong>Half Moon</strong>, is better for burst needs; it grants 2 hits, an additive ATK modifier, and physical evasion for its duration. Skill 3, <strong>Full Moon</strong>, turns Hellagur into a multi-target killing machine by extending his range, boosting his attack, and allowing him to hit 3 targets at once. Skills 2 and 3 both have relatively short cooldowns and good up-time, and it is worth remembering that the increased hit counts of all Skills indirectly increase his Trait’s healing as well.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Hellagur’s biggest drawback is the most obvious: he can’t be healed directly by other Operators, meaning he can’t withstand heavy direct damage. He does make up for this a bit by having </span></span></span></span></span></span><span><span><span><span><em><span>extremely</span></em></span></span></span></span><span><span><span><span><span><span> high HP, though his DEF stat is nothing too special. Also, being a Block-1 means it is easier to moderate his melee damage input, at the cost of making him tactically more difficult to deploy early (which is also not helped by his relatively high DP Cost). Despite his drawbacks, underestimating Hellagur’s strength and experience in battle is a deadly mistake that an enemy will not survive to make twice. After all, healing isn’t necessary if all of your enemies are dead.</span></span></span></span></span></span></p> |
A- |
Explanation
Summary<span style="color:green;">+ An Enmity Guard with more defensive oriented skills<br> + Higher than average DEF and abilities to boost it much further than average enmity guards<br> + Fast skill cycle means her skills are easier to time (as long as the duration is enough to take out the tough target) + S1: Allows Akafuyu to remain on the front lines to deal damage against enemies that would otherwise kill or disrupt her. A good choice as a DPS option, so long as you don't mind not being able to block.<br> + S2: This can raise her DEF far higher than most enmity guards can reach. Good for dueling faster attacking physical enemies so she can mitigate a lot of their damage<br></span> <span style="color:red;">- S1: requires enemies to either stand still or for someone else to block for her, limiting her 1v1 or solo lane ability, which this archetype is often used for.<br> - S2: Her DPS will be quite low compared to other enmity guards - no HP regeneration when not attacking can limit her solo abilities</span>Overview<p><span><span><span><span><span><span>Akafuyu is a short-sighted, game-obsessed, sword-wielding, alcoholic crab girl, which even for Rhodes Island is a pretty unusual hire. She steadfastly refuses to admit that her vision is less than 20/20, and indeed her performance on the battlefield doesn’t seem to suffer for it. Her denial seems to have sharpened her other senses to compensate, allowing her to engage the enemy as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Enmity Guard</span></span></strong></span></span></span><span><span><span><span><span><span> who can </span></span></span></span></span></span><span><span><span><strong><span><span>reduce her Block count to 0</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>grant herself Shields</span></span></strong></span></span></span><span><span><span><span><span><span> to deflect attacks.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like other Enmity Guards, Akafuyu’s defining Trait is that she cannot be healed by allies (except by those who use</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>HP regen</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> instead of regular healing). Instead, she recovers HP whenever she attacks an enemy, and her </span></span></span><strong><span><span>Nobukage-ryu – Hatobu</span></span></strong><span><span><span> Talent increases her ASPD as she loses HP. So the lower her HP, the faster she’ll heal herself. Both of Akafuyu’s Skills play with this setup in different ways. Her S1, </span></span></span><strong><span><span>Nobukage-ryu – Kaminari Gatana no Zei</span></span></strong><span><span><span>, reduces her Block count to 0 while also increasing her ATK and causing her attacks to hit twice. Block-0 prevents melee enemies from attacking her and allows enemies that might otherwise kill her to pass through. Meanwhile there’s </span></span></span><strong><span><span>Nobukage-ryu – Juumonji Masaru</span></span></strong><span><span><span>, her S2, which halves Akafuyu’s current HP—guaranteeing her Talent triggers—buffs her ATK and DEF, and gives her a Shield that negates one instance of damage.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Akafuyu is a solid unit on paper, but in practice she can be difficult to use well. Block-1 reduces her overall battlefield contributions, the inability to be healed by allies can be a big annoyance, and her Skills have short durations (though they also charge quickly). Considering how many other Operators can output high Physical DPS, it can be hard to justify using Akafuyu for the role. Although S1’s Block-0 can allow her to survive where she otherwise might not, it also requires allies to back her up by Blocking for her or crowd-controlling enemies to stay in her range. This limits her ability to 1v1 or solo lanes, which this archetype is often called upon to do. Even within her archetype, Akafuyu will often be outdone by Utage’s Arts damage and/or Hellagur’s better soloing capabilities. If you’re willing to put up with the minutiae of using her, though, the synergy between Akafuyu’s Trait, Talent, and Skills can make her an effective frontline DPS, 1v1, or low-flow solo-lane holder.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ S2: Solid burst on a short cycle.<br> + S2: Has some non-obvious utility. He is invulnerable during the jump, and can hit air.<br> + S1: Controllable damage blocking is very rare and potentially powerful.<br> + S1: Offensive-Recovery works well with the Musha trait and can have a very fast cycle in the right conditions.<br></span> <span style="color:red;">- S1: Very situational to get maximum value out of. It is not an easy skill to use well.<br> - Musha archetype is in a tough place meta-wise. Ultimately he is an expensive, unhealable, 1-block unit.</span>Overview<p><span><span><span>Noir Corne has donned the Rathalos S armor set as part of the Monster Hunter collaboration event, an event which required taking off his mask—the mask he is always seen wearing—in order to replace it with the Rathalos S mask. Much to the surprise of his fellow Operators, Noir Corne had no problem taking off his mask and showing the ordinary face underneath. A particularly enterprising Operator dared to ask, if Noir Corne doesn’t want to keep his face a secret, why does he always wear the mask? Noir Corne replied only, “This… is a secret.”</span></span></span></p> <p><span><span><span>We can’t explain Noir Corne’s mask-wearing habits, but we can explain his fighting style in the Rathalos S armor, which has transformed him from a 2* Defender to a <strong>limited 5* Musha Guard</strong> who can <strong>negate attacks</strong> and build <strong>stacks of an ATK buff</strong> that he can <strong>convert into more hits</strong>. His <strong>Tenacious</strong> Talent is par for the course as far as Musha Guards—a Talent that grants bonus ASPD and Tenacity as his HP falls—and it fits in nicely with the Musha Guard Trait of recovering HP every time they attack rather than being healed by other units. The ASPD helps him to attack faster, while the Tenacity helps him resume attacking rather than dying if he gets Stunned by an enemy and can’t attack to heal himself.</span></span></span></p> <p><span><span><span>There are other interesting interactions with his second Talent, <strong>Spirit Gauge</strong>. On its own, this Talent is simple: Noir Corne gains a stacking ATK buff (up to a cap) by attacking while his Skills are not active. The interesting part is how this Talent interacts with his Skills. His S1, <strong>Iai Spirit Slash</strong>, is a defensive Skill that causes Noir Corne to stop attacking and assume a counterattack stance. When attacked, he negates the hit, gains an immediate stack of <strong>Spirit Gauge</strong>, and counters by inflicting multiple hits on a nearby enemy. Notably, if Noir Corne defeats an enemy with this Skill, it is automatically reactivated, potentially allowing him to deflect several attacks in a row. His S2, <strong>Spirit Helm Breaker</strong>, is simpler and much more aggressive: it consumes one charge of <strong>Spirit Gauge</strong> to inflict several strong hits on a nearby enemy. Since both Skills inflict multiple hits, they repeatedly trigger the Musha Trait, resulting in some bursty self-sustain that can help to keep Noir Corne alive in bad situations.</span></span></span></p> <p><span><span><span>It is unfortunate that Noir Corne must pick between his two Skills, as he feels somewhat incomplete with only one. The Musha Guard archetype is held back by Block-1, high DP cost, and the inability to be directly healed by allies, so its Operators need a lot of damage and survivability to stand out. Noir Corne has the potential for both, but because he has to pick between one or the other, he never gets to take full advantage of his kit. (The interaction with <strong>Spirit Gauge</strong> feels especially odd; he can get extra stacks or use his stacks as a resource, but not both.) His Skills are strong enough individually that he can pull his weight, but not strong enough to compensate for the Musha Guard drawbacks, which must be compensated for if he’s going to stand out on the battlefield.</span></span></span></p>
Explanation
Summary<span style="color:green;">+ Trait: Gains HP with every attack<br> + Talent: increase ASPD based on % of HP lost<br> + Powerful 4* Enmity Guard and one of the best 1v1 operators in the game, able to do Arts DPS rivaling a 6*<br> + S2: one of the strongest on-deploy skills in the game<br></span> = She doesn't passively heal when not blocking enemies, unlike hellagur, so damage she takes sticks around longer<br> = S2: By losing 50% HP on deploy she can potentially get overwhelmed immediately if placed on top of a hard hitting enemy.<br> <span style="color:red;">- S2: Compared to other Operators with on-deploy Skills, she has a long re-deploy time and a high DP Cost<br> - Trait: Can't be healed directly (passive regeneration abilities work)</span>Overview<p><span><span><span><span><span><span>Utage is a girl who isn’t afraid to try new things. Her particular sphere of knowledge is fashion, but after she became infected with Oripathy on an ill-fated school trip, she decided to try something new: using her Originium-enhanced powers to help Rhodes Island. Having developed a unique fighting style as a </span></span></span><strong><span><span>4</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Enmity Guard</span></span></strong><span><span><span>, she now brings </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>survival</span></span></strong></span></span></span><span><span><span><span><span><span>, and a Gothic flair to the Doctor’s lineup.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Enmity Guards have the Trait of not being able to receive healing from allies (except with some rare mechanics such as Perfumer’s Talent). To make up for this, they recover HP when attacking and have Talents and/or Skills that make them stronger as their HP falls. Utage’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Serious Mode</span></span></strong></span></span></span><span><span><span><span><span><span>, increases her attack speed as her HP falls. The lower her HP, the faster she attacks, and the faster she attacks, the more quickly she recovers HP—a feedback loop working in Utage’s favor. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Space Out</span></span></strong></span></span></span><span><span><span><span><span><span>, is a defense mechanism: Utage stops attacking and her Block becomes 0, but her DEF is massively increased and she recovers a large chunk of HP over a few seconds. This Skill allows Utage to heal up in between enemy waves, avoid enemies that are too much for her to handle, or act as an effective ranged physical damage soak. On the other hand, </span></span></span></span></span></span><span><span><span><strong><span><span>Descending Strike - Earth Splitter</span></span></strong></span></span></span><span><span><span><span><span><span> is an offensive Skill that triggers immediately when she is deployed. Utage’s current HP is cut in half (triggering her Talent), her ATK increases, and her attacks change to Arts damage, giving her a massive on-deploy power boost.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like other Enmity Guards, Utage can be very self-sufficient, but her Trait can also be a double-edged sword. Not being able to be directly healed by other Operators severely limits the amount of damage Utage can safely handle. Her high DP cost hampers the usability of </span></span></span><strong><span><span>Descending Strike - Earth Splitter</span></span></strong><span><span><span>; since it triggers on deployment and doesn’t last very long, you’ll have to retreat and redeploy Utage if you want the benefits again, which quickly becomes an expensive prospect. Weaknesses aside, Utage can be a good counter to enemy Casters due to her high HP and ability to ignore ground units with </span></span></span></span></span></span><span><span><span><strong><span><span>Space Out</span></span></strong><span><span><span>, and the enormous Arts-Assassin power of </span></span></span><strong><span><span>Descending Strike - Earth Splitter</span></span></strong><span><span><span> should not be underestimated. She’s not ideal in all situations, but Utage can be a potent asset to a Doctor who is willing to invest in her education.</span></span></span></span></span></span></p> |
Guard Liberator Guard
EX |
Explanation
Summary<span style="color:green;">+ Talent: Provides increased deployment flexibility thanks to his taunt, allowing Mlynar to hold enemy attention even when you place squishy units after him.<br> + Extremely potent DPS Operator<br> + Powerful synergy between his damage reflection, taunt and overall durability.<br> + S2: Great option if you need to use Mlynar to 1v1 enemies. Holds the passive trait ATK buff if you are able to kill at least one enemy allowing you to reuse it immediately when it is off cooldown with full effect.<br> + S3: Powerful AOE skill with great uptime, huge damage, and range. Strong helidrop potential due to high initial SP. With his high durability and 0 block he can survive being dropped near most dangerous enemies.<br></span> <span style="color:red;">- S3: When fighting a large number of weak enemies his damage bonus can decrease fast.<br></span>Overview<p><span><span><span>Mlynar Nearl, uncle to Margaret and Maria, is a direct member of the Nearl family and could have used the name to climb to meteoric stardom. However, he detests the idea of the knight competition circuit and has largely withdrawn from Kazimierz society to avoid it. Despite this, he is a very talented fighter, and after much deliberation, he has decided to help his nieces by joining Rhodes Island. His fighting style is quite unique—as the first <strong>6* Liberator Guard</strong>, he <strong>does not attack or block</strong> most of the time, biding his time for the perfect strike. When the opportunity presents itself, however, Mlynar is a blazing sun of vicious glory, <strong>striking a large range for massive damage</strong> and <strong>adding True damage</strong> onto the attacks of other Kazimierz Operators.</span></span></span></p> <p><span><span><span>Liberator Guards are one of the strangest archetypes in Arknights. They have very low ATK, but their ATK gradually increases over time (due to their Trait) and resets to the base value after they use a Skill. They have Block-3, but they can’t attack or Block unless they’re using a Skill. This makes them extremely bursty Operators, but also makes them tricky to use, since they rely heavily on the timing of their Skill cycle.</span></span></span></p> <p><span><span><span>Mlynar plays into the Traits of a Liberator perfectly with his Talents. His E1 Talent, <strong>Wanderer</strong>, gives him an ATK buff when he’s attacking. When there are multiple enemies nearby, the ATK buff increases and Mlynar also gains damage reduction for himself. At E2 he gains the <strong>Indifferent</strong> Talent, which increases his Taunt level and causes all Kazimierz Operators to inflict True damage (based on Mlynar’s ATK) on enemies that attack them. <strong>Indifferent</strong> gives Mlynar some utility while his Skills are down, and the damage reflection can be useful against enemies with long range but low HP (like those annoying Corrosion archers from the Near Light event).</span></span></span></p> <p><span><span><span>However, both his Talents pale in comparison to what Mlynar can do with his Skills. He has three Skills, but only one of them matters: his S3, <strong>Unilluminated Glory</strong>, which gives him an enormous attack range and causes his attacks to deal truly ludicrous amounts of damage to multiple targets for the duration. The combination of increased Trait effect and damage multiplication, paired with the buff from <strong>Wanderer</strong>, is absolutely sickening in its effectiveness. <strong>Unilluminated Glory </strong>also deals bonus True damage when any enemy within range is attacked by a Kazimierz Operator, but this is assuming any Kazimierz Operator has an enemy left to attack once Mlynar unsheathes his sword. (Spoilers: They won’t.)</span></span></span></p> <p><span><span><span>Mlynar’s great power is concentrated into short windows. This is one of the reasons he’s so good, since Arknights rewards high burst damage, but it also makes him very high maintenance. While <strong>Unilluminated Glory</strong> is down, the rest of your squad must pick up all the attacking and Blocking responsibilities, since Mlynar won’t be doing either. If you have good Operators who can cover for Mlynar’s downtime, however, he is sure to catapult himself to the top of the power rankings. (Try not to boast about him too much, though. He hates that.)</span></span></span></p> <p dir="ltr"> </p> |
A+ |
Explanation
Summary<span style="color:green;">+ A Guard archetype that builds up ATK to release powerful skills. Does not attack or block when skills aren not active.<br> + Talent: Reflects Arts dmg onto enemies when attacked and has good base defenses, so can be used as a ranged tank.<br> + Low DP cost and very tanky with high HP, DEF and Block Count<br> + S1: Potentially good single target damage, but far overshadowed by his S2<br> + S2: turns Tequilla into a mini Silverash hitting up to 3 targets with increased range for high damage. Great uptime and powerful skill multipliers which time fairly well with his ATK scaling trait.<br></span> = Even though his base ATK stat is very low, when he is allowed to fully charge his ATK stat it is above average for guards<br> <span style="color:red;">- While skills are not active he does not attack nor block, meaning he can't hold a lane on his own and misses out on the non-skill dps that other units have<br> - Skills require a fairly long time to fully charge up to their full potential because of his Trait, as it takes 40s to fully charge both his S2 and his Trait bonus<br> - S1: Due to having to wait for his Triat to charge up after the skill is ready, the skill ends up having poor uptime if you want to use it at full power</span>Overview<p><span><span><span><span><span><span>“Tequila” is the new code name for the former Director of International Trade for the city of Dossoles, Ernesto Salas. Tequila’s sunny smile and playful attitude bely the serious circumstances that led him to Rhodes Island: he was “dismissed” from his position during a citywide riot and barely escaped alive with his sister, Rafaela (now known as </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/la-pluma"><span><span><span><span><span><span><span><span>La Pluma</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>). One can only assume that under his calm demeanor there lies a torment of negative emotions, especially based on his fighting style as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Liberator Guard</span></span></strong></span></span></span><span><span><span><span><span><span> who </span></span></span></span></span></span><span><span><span><strong><span><span>does not attack until his Skills are activated</span></span></strong></span></span></span><span><span><span><span><span><span> but then unleashes a fury of</span></span></span></span></span></span><span><span><span><strong><span><span> high-burst-damage </span></span></strong></span></span></span><span><span><span><span><span><span>strikes.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Tequila is our first example of a Liberator Guard, whose Trait is that they cannot attack and have Block-0 while their Skills are not active. However, they also gain a stacking ATK buff while their Skills are not active, which then resets when they use a Skill. In other words, Liberator Guards build power over time and then unleash it in one climactic burst.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That’s not to say that Tequila is defenseless without a Skill active. His Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Waiting Game</span></span></strong></span></span></span><span><span><span><span><span><span>, deals Arts damage to foes that attack Tequila while his Skill is inactive, punishing ranged enemies (since Tequila usually has Block-0 from his Trait, he usually won’t be attacked by melee enemies, and he has good base DEF and HP for soaking those attacks). Of course, this can’t hold a candle to the frenzy of Tequila’s Skills, which restore his ability to attack enemies as well as his archetype’s innate Block-2 (which becomes Block-3 at E2). His S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Decisive Action</span></span></strong></span></span></span><span><span><span><span><span><span>, greatly increases Tequila’s ASPD and the damage of his attacks for the Skill duration. But his S2—</span></span></span></span></span></span><span><span><span><strong><span><span>Esoteric Bladework</span></span></strong></span></span></span><span><span><span><span><span><span>—is his signature Skill: it increases his attack range and causes his attacks to hit multiple targets. Sound familiar? That’s right: it’s a miniature</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/silverash"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Truesilver Slash</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>! (Though it can only hit ground enemies, unlike TSS.) Furthermore, Tequila can Overcharge his SP cost for </span></span></span></span></span></span><span><span><span><strong><span><span>Esoteric Bladework</span></span></strong></span></span></span><span><span><span><span><span><span> (like</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/carnelian"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Carnelian</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>) to increase the number of enemies he can hit and </span></span></span></span></span></span><span><span><span><span><em><span>double</span></em></span></span></span></span><span><span><span><span><span><span> the Skill duration. An interesting note: once it reaches SL7, the overcharge time lines up exactly with time it takes his Trait to maximize his ATK…. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Tequila is a tall drink of water (er, bad choice of liquid?), make no mistake. An Overcharged </span></span></span></span></span></span><span><span><span><strong><span><span>Esoteric Bladework</span></span></strong></span></span></span><span><span><span><span><span><span> at full Trait-charged ATK can positively lay waste to the field. You can probably tell there’s some drawbacks to his style, however. Neither attacking nor Blocking without a Skill active means Tequila is more or less deadweight for half of any map, and while his SP costs are pretty low, waiting to Overcharge </span></span></span></span></span></span><span><span><span><strong><span><span>Esoteric Bladework</span></span></strong></span></span></span><span><span><span><span><span><span> for maximum effect can be aggravating. The long duration it takes for his Trait to hit maximum effect can also mess with your expectations for his damage, especially since his base ATK is very low. You have to be patient with Tequila to get below the unruffled surface, but once you find the wild animal he can unleash on the field of battle, you’ll understand why he survived the Dossoles riots where others did not.</span></span></span></span></span></span></p> |
Guard Ranged / Lord
S+ |
Explanation
Summary<span style="color:green;">+ Trait: Lord/Ranged Guards have more range than usual melee units.<br> + Talent 1: Unconditional self-attack buff and redeploy time reduction for all squad operators.<br> + Talent 2: Reveal greatly reduces the threat of Invisible enemies.<br> + S2 has a huge defense buff and self-heal, allowing for more aggressive/isolated deployments.<br> + S3 has a massive range and shreds through low/medium defense enemies.<br> + S3 is a great helidrop skill and is ready almost immediately after deployment.<br></span> <span style="color:red;">- S3 has an extremely long cooldown, decreasing his ability to clear frequent and consistent waves of enemies.<br> - S3 comes with a sizable self-defense reduction, making him much squishier on-skill, which often coincides with the most dangerous parts of the map.<br></span>Overview<p><em>“Compassion saves no one on the battlefield.”</em></p> <p><span><span><span><span><span><span><span>Enciodes SilverAsh,</span></span></span></span></span></span></span><span><span><span><span><span><span> the calm and collected owner of Karlan Trade, </span></span></span></span></span></span><span><span><span><span><span><span><span>proves to be no less proficient in economic affairs than in the art of warfare. </span></span></span></span></span></span></span><span><span><span><span><span><span> Now serving under contract with Rhodes Island, this </span></span></span></span></span></span><span><span><span><strong><span><span>Ranged Guard</span></span></strong></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span>provides insane </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>physical burst potential</span></span></strong></span></span></span></span><span><span><span><span><span><span><span> as well as valuable utility in the form of </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Invisible Reveal</span></span></strong></span></span></span></span><span><span><span><span><span><span><span> and </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Redeployment Time Reduction.</span></span></strong></span></span></span></span></p> <p><span><span><span><span><span><span>SilverAsh’s first skill is </span></span></span></span></span></span><span><span><span><strong><span><span>Power Strike γ</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><span><span><span><span>an automatic offensive-recovery skill</span></span></span></span></span></span></span><span><span><span><span><span><span> which causes </span></span></span></span></span></span><span><span><span><span><span><span><span>his</span></span></span></span></span></span></span><span><span><span><span><span><span> next attack to deal </span></span></span></span></span></span><span><span><span><span><span><span><span>significantly</span></span></span></span></span></span></span><span><span><span><span><span><span> more damage when charged. His relatively high base attack makes this skill good for sustained damage, although it’s outshined by his other skills. His second skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Rules of Survival</span></span></strong></span></span></span><span><span><span><span><span><span>,</span></span></span></span></span></span><span><span><span><span><span><span><span> is a togglable skill that allows</span></span></span></span></span></span></span><span><span><span><span><span><span> SilverAsh to </span></span></span></span></span></span><span><span><span><span><span><span><span>enter</span></span></span></span></span></span></span><span><span><span><span><span><span> a defensive mode, raising his defense immensely and granting him strong passive HP recovery while reducing his attack range. This allows him to hold positions by himself or function as a DPS-tank hybrid. SilverAsh's third skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Truesilver Slash</span></span></strong></span></span></span><span><span><span><span><span><span>, is </span></span></span></span></span></span><span><span><span><span><span><span><span>easily </span></span></span></span></span></span></span><span><span><span><span><span><span>the most powerful in his arsenal, and is</span></span></span></span></span></span><span><span><span><span><span><span><span> what spawned the plethora of</span></span></span></span></span></span></span><span><span><span><span><span><span> SA memes </span></span></span></span></span></span><span><span><span><span><span><span><span>across the fanbase.</span></span></span></span></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span>S3</span></span></span></span></span></span></span><span><span><span><span><span><span> reduces </span></span></span></span></span></span><span><span><span><span><span><span><span>SilverAsh’s own defense</span></span></span></span></span></span></span><span><span><span><span><span><span> but greatly increases his attack and attack range, and also removes the 80% damage penalty from his attacks. </span></span></span></span></span></span><span><span><span><span><span><span><span>While</span></span></span></span></span></span></span><span><span><span><span><span><span> this skill is active, SilverAsh's attacks will </span></span></span></span></span></span><span><span><span><span><span><span><span>absolutely decimate up to six enemies with each slash.</span></span></span></span></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span>Although</span></span></span></span></span></span></span><span><span><span><span><span><span> this skill turns him into an AoE </span></span></span></span></span></span><span><span><span><span><span><span><span>slaughter machine and has a</span></span></span></span></span></span></span><span><span><span><span><span><span> relatively long uptime, the defense penalty and long cooldown means </span></span></span></span></span></span><span><span><span><span><span><span><span>that</span></span></span></span></span></span></span><span><span><span><span><span><span> it must be used carefully. </span></span></span></span></span></span><span><span><span><span><span><span><span>Whew, great kit huh? But that’s not all—SilverAsh also has great utility through his </span></span></span></span></span></span></span><span><span><span><span><strong><span><span>Talents, </span></span></strong></span></span></span></span><span><span><span><span><span><span><span>providing the entire squad reduced redeployment time and revealing invisible enemies in his range—truly making SilverAsh a premier unit.</span></span></span></span></span></span></span></p> <p><span><span><span><span><span><span>SilverAsh is </span></span></span></span></span></span><span><span><span><span><span><span><span>an extremely</span></span></span></span></span></span></span><span><span><span><span><span><span> versatile Guard, </span></span></span></span></span></span><span><span><span><span><span><span><span>boasting both</span></span></span></span></span></span></span><span><span><span><span><span><span> strong defensive and offensive options as well as useful Talents. </span></span></span></span></span></span><span><span><span><span><span><span><span>Harnessing SilverAsh’s full potential</span></span></span></span></span></span></span><span><span><span><span><span><span> requires players to plan ahead and </span></span></span></span></span></span><span><span><span><span><span><span><span>time his skill activations well, and mastering this elegant leopard</span></span></span></span></span></span></span><span><span><span><span><span><span> will change your game forever.</span></span></span></span></span></span></p> |
S |
Explanation
Summary<span style="color:green;"> + Trait: Can perform ranged attacks at 80% ATK<br> + Talent: Attacks deal Arts damage per second for 3s (Doubled against enemies possessing ranged attacks)<br> + Talent: If Thorns has not actively attacked for 2s, recovers a percentage of Max HP every second. Great self sustain that allows him to regenerate his health between waves<br> + S2: A good defensive DPS option for large waves of fast attacking enemies.<br> + S3: While active, Thorns performs like a ground sniper dealing large amounts of physical damage very quickly and some Arts damage over time<br> + A very solid meta unit that can be brought to almost any map, so long as he has enough time to build up his on-attack SP to activate his skill<br></span> <span style="color:red;"> - S3: Thorns needs to build up his SP through attacking for quite a while before he becomes strong and his range is expanded infinitely</span>Overview<p><span><span><span><span><em><span>“Quickly and efficiently reduce the opponent’s ability to act and win victory with the lowest cost—I think I fully understand your command. So what is the problem with me using this paralytic neurotoxin to pair with my attacks?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>It’s a common occurrence for Operator Thorns to stumble around Rhodes Island HQ with his clothes accidentally inside-out and his hair filled with smoke from a failed experiment. Shockingly, this hot mess has chosen to use an Iberian school of swordsmanship that is impossibly physically and mentally demanding. And even more surprisingly, he’s incredibly good at it, wielding his massive spiked blade as a 6</span></span></span></span></span></span><strong>★ </strong><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Ranged-Guard##null##cn##stats"><span><span><span><strong><span><span><span><span>Ranged Guard</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> and demonstrating his prowess at </span></span></span></span></span></span><span><span><span><strong><span><span>damage over time</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>self-defense</span></span></strong></span></span></span><span><span><span><span><span><span>, and increasingly powerful </span></span></span></span></span></span><span><span><span><strong><span><span>ranged DPS</span></span></strong></span></span></span><span><span><span><span><span><span>, especially when </span></span></span></span></span></span><span><span><span><strong><span><span>countering ranged enemies</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Thorns’ attacks trigger his </span></span></span></span></span></span><span><span><span><strong><span><span>Nerve Corrosion</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which deals </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Arts-Ability-(Phys-Attacker)##stats"><span><span><span><span><span><span><span><span>Arts damage</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> over time to his targets. The damage dealt is doubled against enemies with ranged attacks, making it a potent threat. His E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Echoes of Ancestral Waves</span></span></strong></span></span></span><span><span><span><span><span><span>, is almost the complete opposite: it </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Self-Heal##stats"><span><span><span><span><span><span><span><span>regenerates Thorns’ HP</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> over time after he hasn’t directly attacked for a while. </span></span></span><strong><span><span>Echoes of Ancestral Waves</span></span></strong><span><span><span> allows Thorns to heal up in between enemy waves, but it also works beautifully with his sea-urchin-based S2, </span></span></span><strong><span><span>Protective Spikes</span></span></strong><span><span><span>, which causes Thorns to stop attacking for a long duration. During this time, he gains bonus ATK and DEF and, when attacked, will shoot spikes at multiple enemies within an increased range. These spikes do not count as direct attacks, so </span></span></span><strong><span><span>Echoes of Ancestral Waves</span></span></strong><span><span><span> will activate during </span></span></span><strong><span><span>Protective Spikes</span></span></strong></span></span></span><span><span><span><span><span><span>, allowing Thorns to take a defensive role if desired. </span></span></span></span></span></span></p> <p><span><span><span><span><span>Of course, if you’re looking for more offense instead, look no further than his Supreme Arts<strong> </strong></span></span></span></span></span><span><span><span><span><span><span>S3, which removes the damage penalty for his ranged attacks and increases his ATK, ASPD, and attack range. Use this Skill twice in one battle and the buffs double in strength and become infinite in duration, making Thorns a gatling gun for the remainder of the battle. Between his increased attack range and the bonus damage from </span></span></span></span></span></span><span><span><span><strong><span><span>Nerve Corrosion</span></span></strong></span></span></span><span><span><span><span><span><span>, Thorns is an excellent choice for outranging and annihilating ranged enemies, but he’s quite capable of destroying melee enemies as well.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Considering the power and variety of his tricks and tools, Thorns is an Operator who excels in a variety of circumstances. His DP cost is a little high and his direct damage can be a little unimpressive without his S3, but his ability to dominate in either a defensive or offensive role makes him a very flexible Operator. In any battle where you can trigger Supreme Arts</span></span></span><span><span><strong> </strong><span>twice, Thorns will demonstrate his mastery of Iberian swordfighting—much to the regret of his opponents. </span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Great source of mixed damage with natural bonus damage against slow or bind which are built into her kit.<br> + Offers utility by binding or slowing enemies depending on the skill choice.<br> + Works well with allies that provide AOE slows to help activate her talent.<br> + S2: Deals a burst of boost ATK and arts damage against ground targets. Leaves a mark on the ground that slows ground targets and gives her a line ATK range for its duration.<br> + S3: Boosts her ASPD, ATK, range, talent arts damage and attacks 2 times. Can take some time to ramp up but offers some of the highest potential DPS when targeting 1-2 enemies.<br></span><span style="color:red;">- S2: The on attack SP charge means you cant charge up the skill between waves with certain characters deployed.<br> - S3: A large part of its damage is arts, and she lacks RES ignore of many other ARTS damage sources.<br></span>Overview<p><span><span><span>Qiubai is a walking wuxia movie, from her impeccable swordsmanship to her over-the-top clothing styles to her recruitment into Rhodes Island. Several Rhodes Island Operators were about to enter a business agreement with a seemingly-innocent medicine merchant who was secretly dealing in corrupt contracts and illicit substances. Qiubai just <em>happened</em> to be applying for a position as this merchant’s bodyguard, and she just <em>happened</em> to almost behead the merchant in the process of demonstrating her skills. The merchant terminated his agreements with all parties involved, and Rhodes Island was able to press charges against the merchant and uncover his shady deals. Due to her performance, Qiubai was quickly offered a position at Rhodes Island as a <strong>6* Lord Guard</strong> who inflicts <strong>hybrid damage</strong>, can <strong>Bind her targets</strong>, and <strong>changes her attack range</strong> in different situations.</span></span></span></p> <p><span><span><span>Qiubai’s two Talents fit together like two puzzle pieces. Her E1 Talent, <strong>Find an Opening</strong>, adds bonus Arts damage to her attack when she hits an enemy who is Slowed or Bound, and her E2 Talent, <strong>Falling Petals</strong>, gives her attacks a chance to Bind their targets. In practice, these two Talents do not help each other as much as they sound, because <strong>Falling Petals</strong> has a low activation chance and a short duration. On the other hand, if Qiubai is paired with another unit who is a more reliable source of the ailments—such as a Decel Binder Supporter—then <strong>Find an Opening</strong> produces an enormous amount of bonus damage, especially when multiplied by her Skills.</span></span></span></p> <p><span><span><span><strong>ChengYing</strong> is Qiubai’s S2, a [When Attacking] SP-charge Skill that immediately does damage to ground enemies in front of Qiubai and then buffs her ATK and changes her attack range to a long straight line in front of her. All ground enemies in this new attack range are Slowed for a few seconds until the Skill ends, after which Qiubai deals another blast of damage to them. If you don’t have another source of Bind or Slow, this is a good way for Qiubai to reliably provide it for herself. If you <em>do</em> have a better source, however, then her <strong>Questioning Snow </strong>S3 is certainly superior. It expands her attack range, buffs her ATK, turns her damage to pure Arts, and causes her attacks to hit multiple enemies. Her ranged attacks do not suffer a damage penalty during <strong>Questioning Snow</strong>, and she gains ASPD after every attack (up to a cap). In addition, the Arts damage inflicted by her <strong>Find an Opening</strong> Talent is increased once <strong>Questioning Snow</strong> is leveled to S7M1 or higher.</span></span></span></p> <p><span><span><span>On her own, Qiubai is somewhat unremarkable. <strong>ChengYing</strong> is decent, but doesn’t bring much to the table that another Operator can’t handle, and <strong>Questioning Snow</strong> loses a lot of punch without a reliable way to trigger <strong>Find an Opening</strong> during the duration (<strong>Falling Petals</strong> does not count). If you can support Qiubai with another Operator who can provide Slow or Bind for her (and maybe debuff enemy RES in the bargain), then her damage potential skyrockets. During a fully-enabled <strong>Questioning Snow</strong>, Qiubai outputs massive Arts damage across multiple targets at an ever-increasing speed, with no downsides or limitations other than Skill duration. Like any good wuxia protagonist, Qiubai cannot simply unleash her full power on a whim, but when she has room to cut loose, few can stand against her.</span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Talent: Attacks disable the target's special abilities. very useful against exploding enemies and stun attacks.<br> + Trait: Can perform ranged attacks at 80% power<br> + S2: A very strong source of melee Arts Damage<br> + S1: Can become fairly tanky<br></span> <span style="color:red;">- S2 can be very unreliable since it has a fairly long cooldown and auto activates</span>Overview<p dir="ltr"><em>“If there's someone out for revenge against you, don't hesitate and just do it. Once they pick up a weapon, you don't need permission to kill.”</em></p> <p dir="ltr">Supposedly Rhodes Island has very strict psychological tests, but Lappland's examiner has clearly never heard her maniacal laugh. Or maybe they made an exception for her unique ability to deal <strong>Arts</strong><strong> Damage</strong> and <strong>Silence </strong>enemies.</p> <p dir="ltr">Whatever the case may be, Lappland now serves under Rhodes Island as a <strong>Ranged</strong> <strong>Guard</strong>. Her range allows her to hit flying enemies or be positioned behind a blocker, though her ranged attacks will deal 80% damage. <strong>Sundial</strong>, her first skill, is ideal for a frontline position, as it permanently increases her damage and grants a chance to resist incoming Physical attacks. Her second skill, <strong>Wolf Spirit</strong>, increases her DPS potential by switching her damage to Arts, allowing her to hit an extra target, and removing the ranged attack penalty. This makes it a great option when placing her in the backline. </p> <p dir="ltr">While these skills are useful in their own right, Lappland's most impressive technique is disabling the enemy's special abilities with her <strong>Mental Destruction</strong> talent. This is invaluable for challenging content and shutting down enemies with devastating specials. While Lappland's damage output may not be as high or consistent as other Guards, she remains irreplacable because of with her unique Talent. Lappland is a highly sought after Operator that you will be thankful to have as part of your squad (as long as you don't get in between her and Texas)</p> |
A- |
Explanation
Summary<span style="color:green;">+ Ranged guard that excels in killing drones.<br> + Talent: Attacks prioritize drones and deal bonus damage to them.<br> + Niche ability to temporarily reduce his block to 0 so he can safely position in some enemy paths that other ranged guards can't.<br></span> <span style="color:red;">- Against non-drone enemies his damage is lackluster and he deals far less damage than similar Ranged Guards.<br> - Many alternative Operators can fill this role in most situations.</span>Overview<p><span><span><span><span><em><span>“It’s strange for a Sankta to use a staff? Don’t be influenced by those guys who only know how to shoot away all day and rely on violence to resolve everything. I don’t like guns, and not every Sankta will choose to use them as weapons.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>When passing Arene in the halls, an astute Operator might notice he smells faintly of perfume. Don’t be fooled, however—it’s not a fashion statement, but rather the aftereffects of his extremely toxic Originium Arts. This is the reason for his codename: in chemistry, an “arene” is a hydrocarbon that gives off a scent. His Oripathy got him exiled from his homeland of Laterano, and he was brought to Rhodes Island by Executor, where he has registered as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Ranged-Guard##null##stats"><span><span><span><strong><span><span><span><span>Ranged Guard</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> who specializes in </span></span></span></span></span></span><span><span><span><strong><span><span>targeting</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>destroying drone-type enemies</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Arene’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Structural Decomposition</span></span></strong></span></span></span><span><span><span><span><span><span>, causes him to prioritize targeting drones and deals bonus damage to such enemies from E1 onward (similar to the Talent of Supporter </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/glaucus"><span><span><span><span><span><span><span><span>Glaucus</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>). His Skills enhance his ability to bring down these flying foes: his S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Just Kidding</span></span></strong></span></span></span><span><span><span><span><span><span>, causes his attacks to deal two hits at increased damage for the duration, rapidly burning down single targets. </span></span></span></span></span></span><span><span><span><strong><span><span>Just Kidding</span></span></strong></span></span></span><span><span><span><span><span><span> also reduces Arene’s Block to 0, so it can be used to avoid damage from heavy-hitting melee enemies. On the other hand, if you’re counting on Arene to Block, you might prefer his S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Deadly Prank</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill increases Arene’s attack range, eliminates the penalty for ranged attacks, and turns his attacks into ranged </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##Arts-Ability-(Phys-Attacker)##stats"><span><span><span><span><span><span><span><span>Arts damage</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> that hits an additional target. Activating this Skill allows Arene to burn through hordes of drones in no time flat.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a cross between a regular Ranged Guard and an Anti-Air Sniper, Arene has to compete with both archetypes, and he definitely falls short in some key ways. Compared to Anti-Air Snipers, Arene has a higher DP cost, a slower ASPD, and reduced damage on his ranged attacks (although his Talent does make up this difference against drones). Meanwhile, Arene is relatively fragile for a Ranged Guard, and his Skills have low uptime, reducing his overall effectiveness. Furthermore, Ranged Guards are so strong that most Doctors will have already raised at least one Operator of the archetype, which might make raising Arene less appealing.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>On the other hand, Arene is the first ground-based Operator to prioritize drones. He can be a godsend on Challenge stages where Snipers (or all ranged units) are banned, or on maps with limited ranged grids available for deployment. If you’ve struggled with drone-heavy Challenge stages in the past, Arene might be a good fit for your team—especially since he’s a 4* unit, so he’s relatively accessible and cheap to upgrade. Having ranged, multi-target Arts damage on a ground unit is nothing to sneeze at either, and his ability to switch between heavy Physical or Arts damage based on his Skill makes him quite flexible. This bad-tempered teen needs a mentor: are you willing to take up that responsibility, Doctor-senpai?</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Can inflict "critically wounded", an uncommon debuff.<br> + S1: Decent option for an SP battery when fighting weak groups of enemies. Dodge can be useful against tougher enemies but shouldn't be relied on. Low SP makes it quick to switch between forms.<br> + S2: A more damage focused option that can provide him a boost against enemies with low HP, allowing him a better chance to get last hits. <br></span> <span style="color:red;">- S1: Offers no ATK bonus on skill, which makes him particularly weak against higher DEF enemies.<br> - S2: Poor skill uptime and requires enemies to be under half HP to trigger a large portion of its damage.<br> - To benefit from his critically wounded effect, he must deal the final blow, which can be difficult as his damage isn't the best.<br> - No option to finish off critically wounded enemies himself.<br></span>Overview<p><span><span><span>Luo Xiaohei, the titular character of <a href="https://en.wikipedia.org/wiki/The_Legend_of_Luo_Xiaohei">The Legend of Luo Xiaohei</a> animated webseries, is an unexpected choice for a crossover with Arknights! As part of his dream to become an Executor, Luo Xiaohei was assigned three tasks by his mentor Wuxian—unfortunately, he failed the very first task and had to rely on a human girl named Luo Xiaobai to nurse him back to health. Now both of them, along with their friend A’Gen, find themselves unexpectedly in the world of Terra. Though Luo Xiaohei is small in stature, he’s not afraid of a big challenge. He’s thrown in with Rhodes Island as a <strong>4* Lord Guard</strong>, using his otherworldly Spirit Abilities to cause the <strong>Critically Wounded</strong> ailment, <strong>attack multiple enemies</strong>, and/or <strong>ignore enemy DEF</strong>.</span></span></span></p> <p><span><span><span>There’s a lot of unusual utility loaded into Luo Xiaohei’s kit (probably since he’s a weirdo from another world outside of Terra). His Talent, <strong>Executor-in-Training</strong>, applies the Critically Wounded effect to enemies when Luo Xiaohei deals the killing blow. This effect (previously exclusive to <a href="https://gamepress.gg/arknights/operator/saga">Saga</a>) leaves the defeated enemy at 1 HP, reduces its movement speed, prevents it from being blocked, and causes it to give SP to the ally that deals the finishing touch.</span></span></span></p> <p><span><span><span>To help Luo Xiaohei defeat enemies and Critically Wound them, he has his Skills. First up is <strong>Tail Afterimage</strong>, which turns Luo Xiaohei into his cat form. As a cat, Luo Xiaohei changes his attack range to the 4 tiles around him, gains bonus ASPD and Physical Dodge, and can attack all Blocked enemies. This Skill is convenient for Critically Wounding multiple trash enemies at once, but it struggles against tougher targets. In those situations, try the <strong>Broken Blade</strong> S2, which increases Luo Xiaohei’s ATK and causes him to target multiple enemies per attack. Targets that are low on health will be attacked twice, with the second hit ignoring a flat amount of DEF in the bargain.</span></span></span></p> <p><span><span><span>Luo Xiaohei is a pretty unique Operator, between his two different forms and his use of Critically Wounded. It’s not always easy to put his strengths to good use, however. Critically Wounded is tricky to leverage properly, since Luo Xiaohei first needs to get the “first killing blow” and then needs another ally nearby who can get the “second killing blow.” <strong>Tail Afterimage</strong> lacks any ATK buff and <strong>Broken Blade</strong> has a somewhat low uptime, so getting kills with either Skill is not always easy. Luo Xiaohei also noticeably lacks any ability to defeat his own Critically Wounded targets, which can result in leaks if you place him too close to a Base panel (since Critically Wounded enemies can no longer be Blocked). With direction from a perceptive Doctor, however, Luo Xiaohei has a lot to offer his teammates: free SP batteries, DEF-ignoring ranged attacks, and of course, innate feline cuteness.</span></span></span></p>
Explanation
Summary<span style="color:green;">+ Trait: Can perform ranged attacks at 80% power<br> + Talent: Buffs ASPD of Ayerscarpe and allies in the 8 tiles adjacent to him<br> + S1: Damages multiple targets and inflicts Slow.<br> + S2: Attack range increases and damage becomes Arts. Also, bonus Arts damage is inflicted to enemies being blocked by nearby allies every time Ayerscarpe attacks.<br> + Ayerscarpe is a rare melee Slow source<br></span> <span style="color:red;">- Getting the bonus damage from S2 requires specific positioning, enemy timing, and a high-block strategy; not viable on all maps, and not common in current meta<br> - Has trouble competing with fellow 5* Ranged Guard Lappland, who also deals Arts damage, has stronger ATK modifiers, and causes Silence instead of Slow</span>Overview<p><em>"My ears are standing up? Don’t worry, *bzzt*, it’s just the static, and it actually feels pretty good. It’ll, *bzzt*, come down on its own after a while."</em></p> <p><span><span><span><span><span><span>When seeing childhood friends Leonhardt and Ayerscarpe together, you might conclude that Leonhardt is the ditzy airhead and Ayerscarpe is the practical one who keeps his friend on track. This impression might last until you saw Ayerscarpe eating salted edamame whole in the shell. Or calling his experimental Rhine Lab taser-sword “darling.” Or purposely shocking himself to see if his body can store electricity. The point is, Ayerscarpe is a weirdo. He’s also a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Ranged Guard</span></span></strong></span></span></span><span><span><span><span><span><span> who unleashes </span></span></span></span></span></span><span><span><span><strong><span><span>AoE DPS</span></span></strong></span></span></span><span><span><span><span><span><span> with the help of </span></span></span></span></span></span><span><span><span><strong><span><span>teamwork</span></span></strong></span></span></span><span><span><span><span><span><span> from his allies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Ayerscarpe’s role as a Guard is quite literal: he is Leonhardt’s Guard, employed to protect his friend on their geological digs. His protection begins with his Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Seek Aid</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases the attack speed of Ayerscarpe and nearby allies. His automatic [Attacking Enemy] Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Shrapnel Burst</span></span></strong></span></span></span><span><span><span><span><span><span>, damages and Slows multiple enemies within his range. The skill does decent DPS and crowd control, and melee sources of Slow are not exceedingly common. If that seems too normal for you (or for Ayerscarpe), try his Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Activate Phase Blades</span></span></strong></span></span></span><span><span><span><span><span><span>. Not only does this increase Ayerscarpe’s attack range and change his damage to Arts, but it also causes Ayerscarpe to shoot lightning at all enemies that are being blocked by nearby allies when he attacks. (An easy way to utilize this Skill is to place Ayerscarpe behind a Defender; let the Defender block multiple enemies, then </span></span></span></span></span></span><span><span><span><strong><span><span>Activate Phase Blades</span></span></strong></span></span></span><span><span><span><span><span><span> and fry your foes to a crisp.). The DPS of this skill can get quite impressive if a large number of enemies are being blocked.</span></span></span></span></span></span></p> <p dir="ltr"><span><span><span><span><span><span>While Ayerscarpe has a lot of potential, he can be tricky to use properly, especially his Skill 2. </span></span></span></span></span></span><span><span><span><strong><span><span>Activate Phase Blades</span></span></strong></span></span></span><span><span><span><span><span><span> can deal boatloads of damage, but the requirements for activating the extra lightning attack can be counterintuitive, as blocking large numbers of enemies is neither a common necessity nor typically effective strategy. The uptime on the Skill isn’t that great either. However, with a little creative positioning, Ayerscarpe shouldn’t have any problem bringing the thunder to the battlefield. He works especially well with his pal Leonhardt: Ayers helps Leon attack faster, Leon debuffs enemy RES, and with their combined Arts damage the two make fireworks all night long.</span></span></span></span></span></span></p> |
C+ |
Explanation
Summary<span style="color:green;">+ Trait: Can perform ranged attacks at 80% power<br> + Talent: Passive crit chance<br> + A Ranged Guard with Arts damage is rare and if you don't get lucky with Lappland, he can do similar things but weaker<br></span> <span style="color:red;">- Low ATK boost on his Skill means he may not be able to completely bring down big enemy tanks.</span>Overview<p><em>“There’s only one thing that’s impossible for me: being imperfect.” </em></p> <p dir="ltr">Covering up his hard work with a barrage of quips, former host club member Midnight brings style, sexiness, and flexible ranged damage to the battlefield. An accessible 3★ <strong>DPS</strong> Guard who can deal Arts damage on demand, Midnight is a low-investment damage dealer whose unique talents may still be helpful on later maps with tight DP constraints.</p> <p dir="ltr">Midnight only has one Skill, but he knows that what really matters is how you use it. <strong>Enchant Weapon α</strong> gives Midnight a damage boost and turns his attacks into Arts damage. It’s a simple effect, but very useful against high-DEF enemies. Having range and being able to block 2 enemies makes placing him very easy, and the critical hits from his <strong>Targeting - Primary</strong> Talent further capitalize on his DPS role.</p> <p dir="ltr">Unfortunately, when you try to please two clients equally, you run the risk of pleasing neither. While Midnight can deal both physical and Arts damage, he sacrifices power in both areas for his flexibility. In some situations, it is better to have dedicated DPS units for both roles rather than trying to combine the two, especially since Midnight’s Skill is expensive and doesn’t last very long. That being said, on maps with a low Unit Limit or a particularly wide variety of enemies, you might be quite glad indeed that Midnight swings both ways.</p> |
C- |
Explanation
Summary<span style="color:green;">+E2 Talent: Increased attack range at the cost of increased attack interval<br> + Decently durable<br> + Slow and freeze can be very useful against enemies with extremely high ATK<br> + Offers melee grid deployment option different from Slower Supporters.<br></span> <span style="color:red;">- When compared to a Slower Supporter, her slow has limited up-time (only active during Skills), smaller range, and has no multi-target. The Freeze is unreliable with relatively low proc chance.<br> - Lower DPS than 3 Star Midnight at equal levels.<br></span>Overview<p><span><span><span><span><em><span>“I began wielding this axe before I even learned to read.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Child soldier Frostleaf feels blessed to have had the chance to blossom into a music-obsessed goth under the care of Rhodes Island. To repay her perceived debt, she wields her rime-encrusted poleaxe as a 4* </span></span></span></span></span></span><span><span><span><strong><span><span>Ranged Guard</span></span></strong></span></span></span><span><span><span><span><span><span> with the ability to </span></span></span></span></span></span><span><span><span><strong><span><span>Slow</span></span></strong></span></span></span><span><span><span><span><span><span> her enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Frostleaf keeps enemies under control from a distance with a barrage of Slows. At E2, she gains the </span></span></span></span></span></span><span><span><span><strong><span><span>Covered Strike</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which delays her attack interval slightly in return for expanding her attack range beyond that of most Ranged Guards. Her Slows come from her two Skills. </span></span></span></span></span></span><span><span><span><strong><span><span>Frost Tomahawk</span></span></strong></span></span></span><span><span><span><span><span><span> (Skill 1) triggers extra damage and a Slow effect on her next attack every few seconds. The stronger but slower-to-charge </span></span></span></span></span></span><span><span><span><strong><span><span>Ice Tomahawk</span></span></strong></span></span></span><span><span><span><span><span><span> (Skill 2) offers a large ASPD boost, a stronger Slow effect, and a chance to Freeze (cannot move but can still attack) enemies in place with each attack made while the Skill is active.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>This gives Frostleaf an interesting niche, but it’s not a niche all Doctors will need. Frostleaf only Slows enemies while her Skills are active, so a Supporter Operator like <a href="https://gamepress.gg/arknights/operator/earthspirit">Earthspirit</a> is more reliable when Slows are needed. On top of that, Frostleaf compensates for her utility with relatively low damage output, and she doesn’t deal Arts damage to make up for this like most Supporter Operators do. That being said, Frostleaf can be deployed on ground tiles, while Supporters cannot, and she has a very different range pattern, which is sometimes important. Frostleaf shouldn’t be a priority investment for most Doctors, but she brings together useful qualities that can lead to some fun strategies.</span></span></span></span></span></span></p> |
Guard Reaper Guard
S+ |
Explanation
Summary<span style="color:green;">+ Incredible damage potential. Executor's damage is high-hit Physical, the most valuable type, in a True-AoE and from a melee tile.<br> + High-hit Physical damage and DEF ignore means he can tackle tougher enemies than most other laneholders.<br> + Incredible self sustain. Executor has both a well above average DEF and a high amount of self-healing.<br> + Talent1 and Module: Executor second attack also gives him Attack Recovery SP. S3M3's effective SP cost is actually 20 attacks on average, or 18 with Module.<br> + S3: One of the most damaging Physical skills in the game.<br></span> <span style="color:red;">- High investment. Executor is a unit that really needs both his Masteries and his upgraded Module to excel.<br> - S3: Very high Attack Recovery SP cost, backloaded damage, and RNG can make the skill unreliable. Without a steady stream of enemies, it will often not be ready by the next wave.<br> - Talent1: Relatively low activation chance on his Talent adds a component of high-variance RNG to his uptime and damage.<br> - Cannot be healed. This can be a big problem in high-pressure scenarios where his own sustain isn't enough.<br> </span>Overview<p><strong>Credits: </strong> Jetroyz, Setsura</p> <p>"You seem surprised, Doctor. Please rest assured that the change of equipment will not affect the completion of my mission. If you are really particularly worried about it, I can change back to the previous attire before I joined Rhodes Island. No need? Okay."</p> <p>------------------------------------------------</p> <p>[Non-public Personnel Files of the Notarial Hall]</p> <p>Name: Federico Giallo</p> <p>Position: Statutory Professional Executor</p> <p>ID Number: 920101</p> <p>Relatives: Immediate family members deceased</p> <p>Number of Completed Tasks for the Year: 111</p> <p>Annual Task Completion Rate: 100%</p> <p>List of annual basic ability test results:</p> <p>Physical Fitness (including long-distance running, sit-ups, etc.): Excellent</p> <p>Shooting: Excellent</p> <p>Fighting: Excellent</p> <p>Obstacle Course: Excellent</p> <p>Use of Explosives: Excellent</p> <p>Driving (including small vehicles such as road vehicles, and aircraft): Excellent</p> <p>Negotiation: Qualified (*to be reviewed)</p> <p>Overall Evaluation: Excellent</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/p/1005051800333020/">Skade</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/206/Takashi_Kondou">Takashi Kondo</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Reaper-Guard##null##cn##stats">Guard [Reaper]</a></p> <p><strong>Trait:</strong> Cannot be healed by allies; Attacks deal AoE damage; Recovers {value}HP for every enemy hit during attacks, up to Block count</p> <p><strong>Talent 1:</strong> Attacks have a chance to deal an additional hit. During skill activation, every attack that consumes 1 ammo will increase the activation chance. The increased chance resets after the skill ends.</p> <p><strong>Skill 1:</strong> When skill is activated, expand Attack Range, increase ATK and ignore a certain amount of DEF. Gain a certain amount of ammo when skill is activated, and the skill ends when all ammo is spent (can stop the skill at any time).</p> <p> </p> <p><strong>Skill 2:</strong> When skill is activated, increase ATK and DEF, Block Count +1. When receiving melee attacks, has a chance to dodge the attack and regain 1 ammo. Gain a certain amount of ammo when skill is activated, and the skill ends when all ammo is spent (can stop the skill at any time).</p> <p> </p> <p><strong>Skill 3:</strong> When skill is activated, increase Attack Interval, expand Attack Range and increase ATK. For every 1 ammo spent, further increase ATK by a certain percentage (can stack up to a certain limit). Increase HP recovery effect of Trait. When the skill ends, deal a certain amount of Physical damage to all targets attacked during the skill. Gain a certain amount of ammo when skill is activated, and the skill ends when all ammo is spent (can stop the skill at any time).</p> |
S- |
Explanation
Summary<span style="color:green;">+ An Archetype that has an interesting attack range, AOE damage and heals on hit<br> + Trait: Heals self when she hits an enemy, up to her block count, and hits ALL enemies in range<br> + Talent: Gains ASPD when she kills enemies which stacks up quite high<br> + A great cornerstone unit and lane holder, especially for her rarity.<br> + S1: Great for consistent DPS, when she hits twice she heals on both hits so it can provide quite a bit of sustainability for lane holding<br> + S2: significantly reduces her Attack interval, increases ATK and gives bonus damage against enemies with less than 50% hp. This is great for clearing out large waves of enemies and scales well with her talent ASPD boost as she kills enemies.<br></span> <span style="color:red;">- Lower than average base ATK so she can have some trouble dealing with high DEF enemies without buffs<br> - Can't be healed normally</span>Overview<p><span><span><span><span><span><span>La Pluma is</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/tequila"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Tequila’s</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> adopted sister, and most Operators come away with the impression that she’s a complete airhead. (This opinion often changes when they see the giant scythe come out for battle.) While her personality is quiet and dreamy, she was raised amidst the wars of Bolívar, and the only way she knows to stop a fight is to join it. And you’d better believe she’s going to join it, as Rhodes Island’s first </span></span></span></span></span></span><span><span><span><strong><span><span>5* Reaper Guard</span></span></strong></span></span></span><span><span><span><span><span><span>, with more </span></span></span></span></span></span><span><span><span><strong><span><span>self-sustain</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>AoE damage</span></span></strong></span></span></span><span><span><span><span><span><span> than her enemies can handle.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The “Reaper Guard” archetype is something of a cross between an AoE Guard and an Enmity Guard. La Pluma cannot be directly healed by allies, like an Enmity Guard, and she can attack multiple enemies in an AoE. She has an interesting attack range that strikes three grids horizontally in front of her, and she hits </span></span></span></span></span></span><span><span><span><span><em><span>all</span></em></span></span></span></span><span><span><span><span><span><span> enemies within that range with every attack. Her Trait causes her to recover HP for each enemy that she hits, up to a maximum of her Block count (she has Block-1 at E0 and Block-2 at E1/E2). So, if La Pluma is E0 and she hits three enemies with one swing, she’ll heal herself once (because Block-1). But if she’s E1 and she hits three enemies, she’ll heal herself twice (because at E1 she has Block-2).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>La Pluma’s Trait is actually the hardest part of her kit to explain. The rest is quite simple. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Into the Groove</span></span></strong></span></span></span><span><span><span><span><span><span>, increases her ASPD (up to a cap) for each enemy she kills on a given map. With her true AoE attacks and good damage output, this won’t be too difficult to get stacked up most of the time. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Rapid Slashing</span></span></strong></span></span></span><span><span><span><span><span><span>, is an automatic Skill that causes her next attack to hit twice for increased damage. And her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Reap</span></span></strong></span></span></span><span><span><span><span><span><span>, reduces her attack interval (and her attacks are already quite quick!) while increasing her ATK. The ATK buff from </span></span></span></span></span></span><span><span><span><strong><span><span>Reap</span></span></strong></span></span></span><span><span><span><span><span><span> is increased further if La Pluma is attacking enemies with less than half their HP. Both Skills result not only in increased damage but also increased healing, as dealing multiple hits and attacking faster will trigger La Pluma’s self-healing Trait more often. Her self-sustain and high damage potential make her an excellent cornerstone unit for soloing lanes and holding off enemies without much support (S2 especially makes her a nigh-unkillable damage machine for its duration).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As with Enmity Guards, La Pluma’s biggest weakness is her inability to be directly healed by her allies. While</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>regeneration effects</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> still work on her, La Pluma can be easily overwhelmed by burst DPS that she can’t heal through on her own. Her true-AoE attacks make her good against swarms, but a swarm that survives her attacks can quickly overwhelm her Block count. You have to pay attention to this flighty Liberi to make sure she doesn’t get in over her head… but someone with scythe skills like La Pluma isn’t afraid to cut through most problems on her own.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Talent 1 gives Highmore some staying power against elemental damage<br> + Talent 2 offers +ASPD and +1 Block Count in IS3<br> + Unique range offers some interesting decisions with positioning<br> + S1: A great skill that leans into the strengths of the Archetype.<br></span> = +1 Block Count only aids with self-sustain, not killing power<br> = Worse outside of IS3, but still a pretty good unit<br> <span style="color:red;">-- Talent 2 is exclusive to IS3, meaning Highmore loses a significant portion of her power anywhere else<br> - S2 is an oddly defensive skill on an otherwise very offensive Archetype<br> - Will struggle to kill high DEF enemies quickly<br> - Can't be healed normally<br></span>Overview<p><span><span><span>Highmore was injured during a Rhodes Island operation in the Iberia region, and she was brought back to HQ for medical care. The Rhodes Island medical department was able to assess that Highmore does not suffer from Oripathy, but unfortunately, she may have something worse: Seaborn tissue growing out of her arms. (Her purple right hand? Yeah, that’s not a glove.) Rhodes Island quickly decided to keep Highmore close for observation, and what better way to do that than to sign her on as a <strong>5* Reaper Guard</strong> Operator who <strong>self-heals Elemental Damage</strong> and <strong>gives herself Physical Dodge</strong>?</span></span></span></p> <p><span><span><span>The Reaper Guard archetype comes with some noticeable Traits: they cannot be directly healed by allies, their attacks are AoE, and they recover HP for every enemy they hit (up to a cap of their Block count). Highmore’s first Talent, <strong>Reap and Nourish</strong>, adds to this by recovering Elemental Damage as well as HP for every enemy she hits (subject to the same cap of her Block count). This Talent applies everywhere, but Highmore also has a second Talent that applies specifically within the IS#3 game mode: <strong>Tainted by Malady</strong>, which gives Highmore bonus ASPD and Block +1. The Block count increase is highly influential for Highmore, since it influences the cap on her self-healing and her Elemental healing, making her surprisingly durable in IS#3.</span></span></span></p> <p><span><span><span>Highmore’s S1, <strong>Look Back and Cast Aside</strong>, is her primary Skill. It has the [Attacking Enemy] SP charge type, it has a very low SP cost, and it automatically causes her next attack to hit twice for increased damage: simple yet highly effective. The Skill is good enough for its damage alone, but each hit also counts for Highmore’s HP and Elemental healing, making it even more useful. In rare circumstances you may resort to Highmore’s S2, <strong>Foaming into Oblivion</strong>, which gives Highmore bonus ATK and Physical Dodge, along with restoring her HP every time an enemy is defeated within her attack range. This Skill can make Highmore more durable against Physical enemies, but it is a little too RNG-based and low-uptime to compare to <strong>Look Back and Cast Aside</strong> in most situations.</span></span></span></p> <p><span><span><span>Reaper Guard is a powerful archetype, and Highmore is a solid (if not exceptional) example of the archetype for most content due to her Trait and her strong S1. However, she specifically comes into her own by getting the awesome benefits of <strong>Tainted by Malady</strong> from IS#3. A Block-3 self-healing monster who multiplies her damage every few attacks and recovers from Elemental Damage? Who doesn’t want that?</span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Talent: Mixed with the Reaper trait, his Talent allows him to build up a solid barrier to take on harder threats.<br></span> <span style="color:red;">- S1: Unlike Highmore and La Pluma's S1, Humus' S1 remains at 3 SP even at M3, greatly reducing his relative potential.<br> - S2: Even if the Vigor threshold can be maintain, the overall damage output is lower than S1.<br> - Extremely poor Mastery gains make deeper investment questionable.<br> - Highmore, who is freely available from the IS#3 rewards ladder, is almost always superior, and high E1 costs are close enough that raising Humus doesn't have much value.<br></span>Overview<p><span><span><span>Humus could have equally taken “Hoarder” as his codename, considering his obsession with holding onto every spare part and loose gadget he comes across in his work with waste disposal. It got so bad that the logistics department had to issue an ultimatum forcing him to organize his collection before it spilled out into public spaces. Humus met the deadline by turning his piles of junk into a complicated storage system machine… giving him the space to squirrel away more junk. Humus hates letting anything go to waste, which is why his area of expertise as a <strong>4* Reaper Guard</strong> is turning <strong>overhealing into barrier HP</strong> so he can stay in combat for the maximum amount of time.</span></span></span></p> <p><span><span><span>It should be no surprise that Humus’ Talent is <strong>Recycling</strong>, which simply causes him to turn overhealing he receives into barrier HP. This is an excellent Talent, but don’t forget that Reaper Guards cannot be directly healed by allies—they primarily recover HP by attacking enemies (although regeneration effects work as well). His S1, <strong>Solid Waste Cutting</strong>, helps him accumulate more healing for his Talent by causing his next attack to deal increased damage and recover extra HP. In contrast, his <strong>High-Efficiency Processing</strong> S2 rewards good use of his Talent by giving him a Vigor effect when his HP is above a certain threshold (and also tacking on Block Count +1 for good measure).</span></span></span></p> <p><span><span><span>Humus is very close to being an ideal laneholder: the obvious cycle is “amass barrier HP, burn barrier HP against enemies, heal back up to max barrier before the next wave.” In practice, it doesn’t work as smoothly as it sounds. Because Humus has short range and primarily heals by attacking enemies, he usually can’t heal himself until he’s already losing HP from being attacked (regeneration effects notwithstanding). This usually results in him breaking even rather than pulling ahead with his barrier, especially since he doesn’t have any particular damage mitigation effects while his barrier is active (so really, his barrier HP is no different than just having higher max HP by default). Because Reaper Guard is a powerful and widely useful archetype, Humus is still a perfectly capable unit for frontline combat. Just don’t expect him to generate an infinite amount of barrier HP for himself while he’s doing so.</span></span></span></p> <p> </p> |
Guard Support / Instructor
S- |
Explanation
Summary<span style="color:green;">+ A Support Guard with a focus on personal DPS<br> + Trait: longer attack range allows her to attack from behind other Operators or walls and gives her bonus ATK against enemies she isn't blocking.<br> + Talent 1: Gives her high passive from the ATK bonus when her HP is greater than 80%. Also pairs well with other <a href="https://gamepress.gg/arknights/taxonomy/term/13911">Minos Operators</a><br>. + Talent 2: Heals herself and the ally in front of her when she attacks; Decent sustain, though typically not enough healing to replace a dedicated healer.<br> + S1: Strong consistent DPS: with her high ATK and the low SP cost this can dish out a surprisingly large amount of damage. Arguably her best DPS skill.<br> + S2: great for continuously resetting the attack animation of powerful enemies like the Colossus. Its DPS is the lowest of her skills, but it comes with increased range and a quick cooldown so you will have more opportunities to use it.<br> + S3: Pallas' big flashy support/burst skill. A good buff to pair with operators that benefit from all the stats, but it can also work fine to buff Pallas herself.<br> + Module: grants a decent DPS boost<br></span> <span style="color:red;">- S2: RNG dependence means it can fail its purpose, and more reliable options are available.<br> - S3: limited buff targets and buffs are weaker than other strong buffers. Vigor from skill doesn't stack with Vigor from Talent.<br> - Vigor: HP limitation can be hard to maintain if the operator is blocking, especially for S3 if trying to utilize the defensive oriented buffs.<br> - Loses a lot of her DPS if blocking (trait limitation) or if she loses HP (Talent limitation). This especially hurts her ability to function as a cornerstone.<br> - Often overshadowed by other powerful Operators that are more specialized for their roles.<br> </span>Overview<p><span><span><span><span><em><span>"Why... hic... must I stay here and drink alone? Battle... only in blood-boiling battles, the place where it's possible to defeat evil and become a hero, can compare to... hic... this wine!"</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Pallas is a priestess from Minos who performs ceremonial dances as part of religious ceremonies. Unfortunately, her god must be Dionysus—within a week of arriving at Rhodes Island, she had established herself as a rampant alcoholic and an active threat to every source of booze within fifty miles. But she has also established herself as Rhodes Island’s first </span></span></span></span></span></span><span><span><span><strong><span><span>6* Support Guard</span></span></strong></span></span></span><span><span><span><span><span><span>, able to </span></span></span></span></span></span><span><span><span><strong><span><span>buff the ATK of various melee Operators</span></span></strong></span></span></span><span><span><span><span><span><span> and provide </span></span></span></span></span></span><span><span><span><strong><span><span>Physical DPS and crowd control at range</span></span></strong></span></span></span><span><span><span><span><span><span> from behind those Operators.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Arguably Pallas’ signature move is the Vigor buff, which increases an ally’s ATK when their HP is above a certain threshold. She grants Vigor to all <a href="https://gamepress.gg/arknights/taxonomy/term/13911">Minos-aligned Operators</a> with her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Birth of a Hero</span></span></strong></span></span></span><span><span><span><span><span><span>, and it’s also a key part of her S3 (we’ll come back to that later). Vigor isn’t her only support maneuver, however. Her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Goddess’ Inspiration</span></span></strong></span></span></span><span><span><span><span><span><span>, heals both Pallas and the ally in front of her each time Pallas attacks, and her S1—</span></span></span></span></span></span><span><span><span><strong><span><span>Strikes of Victory</span></span></strong></span></span></span><span><span><span><span><span><span>—causes her next attack to hit twice, triggering </span></span></span></span></span></span><span><span><span><strong><span><span>Goddess’ Inspiration</span></span></strong></span></span></span><span><span><span><span><span><span> twice as well. </span></span></span></span></span></span><span><span><span><strong><span><span>Strikes of Victory</span></span></strong></span></span></span><span><span><span><span><span><span> actually has shockingly high consistent DPS, making it arguably Pallas’ most reliable Skill, especially with that added healing! In contrast, her </span></span></span></span></span></span><span><span><span><strong><span><span>Whip of Conviction</span></span></strong></span></span></span><span><span><span><span><span><span> S2 gives Pallas a chance to Stun enemies she attacks. The Stun is very brief, but it’s enough to reset an enemy’s attack animation, potentially keeping targets Stun-locked for an appreciably long duration.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>However, most of Pallas’ support comes from her S3, </span></span></span></span></span></span><span><span><span><strong><span><span>Blessing of Heroism</span></span></strong></span></span></span><span><span><span><span><span><span>. When used, this Skill increases Pallas’ ATK and allows her to attack multiple targets (potentially triggering </span></span></span></span></span></span><span><span><span><strong><span><span>Goddess’ Inspiration </span></span></strong></span></span></span><span><span><span><span><span><span>multiple times in one swing). At the same time, if there is a melee ally in the grid in front of Pallas, they are granted an enhanced Vigor effect, bonus DEF, and Block count +1. If there is no melee ally in front of Pallas, then Pallas receives these buffs herself. Considering that Pallas has greater-than-usual melee attack range (1x3) and deals increased damage to enemies she isn’t blocking, this drunken priestess can hit shockingly hard when monopolizing </span></span></span></span></span></span><span><span><span><strong><span><span>Blessing of Heroism</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Support Guards have typically been an underwhelming archetype; does Pallas break this pattern? Well… yes and no. Pallas certainly has higher damage potential than Support Guards before her, and she can even compete with the strongest DPS Operators in Arknights when the situation is perfect for her. She has better Skill uptime and stronger buffs than other Support Guards, especially when <a href="https://gamepress.gg/arknights/taxonomy/term/13911">Minos Operators</a> are involved. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>However, her kit is filled with awkward holes. </span></span></span></span></span></span><span><span><span><strong><span><span>Birth of a Hero</span></span></strong></span></span></span><span><span><span><span><span><span> is only as good as the <a href="https://gamepress.gg/arknights/taxonomy/term/13911">Minos Operators</a> it buffs, limiting its scope. </span></span></span></span></span></span><span><span><span><strong><span><span>Whip of Conviction</span></span></strong></span></span></span><span><span><span><span><span><span> is a cool tech option, but it operates on RNG, making it less appealing than more reliable sources of Stun-locking. </span></span></span></span></span></span><span><span><span><strong><span><span>Blessing of Heroism</span></span></strong></span></span></span><span><span><span><span><span><span> is very strong, but it doesn’t stack with </span></span></span></span></span></span><span><span><span><strong><span><span>Birth of a Hero</span></span></strong></span></span></span><span><span><span><span><span><span>, and it’s very inconvenient that it only works on melee Operators. The Vigor buff’s HP threshold is extremely limiting, especially if you are trying to take advantage of the DEF and Block count buffs that </span></span></span></span></span></span><span><span><span><strong><span><span>Blessing of Heroism</span></span></strong></span></span></span><span><span><span><span><span><span> also provides. Even when Vigor is active, it’s not a particularly impressive buff compared to better options; other buffing Operators often outshine Pallas when it comes to boosting a key Operator.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Clearly, Pallas is not an easy person to get along with. Her alcoholism plagues her fellow Operators and the many conditions of using her effectively can plague the Doctor. Still, there’s something to be said for an Operator who can rain blows on her enemies from relative safety and still shovel buffs down an ally’s throat when things get tough. Try popping </span></span></span></span></span></span><span><span><span><strong><span><span>Blessing of Heroism</span></span></strong></span></span></span><span><span><span><span><span><span> on SilverAsh or Mudrock sometime and you’ll see what Pallas is really made of.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;">+ Trait: Can attack non-aerial enemies at a distance<br> + Talent: buffs the ASPD and DEF of Operators with Block Count of 3 or more<br> + A unique Support Guard that specializes in buffing Defenders and AOE guards<br> + Good with Nian who can increase Operator Block Count.<br> + S2: Able to temporarily act like a ranged AOE Guard and increases Talent effect<br> + Can be placed safely behind multiple melee operators and still reach enemies<br> + S1: Boosts her talent and allows it to affect Operators with less than 3 Block Count at reduced effect.<br></span> <span style="color:red;">- Very weak base ATK for a Guard<br> - Weak ATK modifiers on skills mean she will have trouble killing enemies with medium or higher DEF<br> - Because of the Talent limitations, she can have trouble pulling her weight outside of teams heavy in AOE Guards and damage-oriented Defenders</span>Overview<p><span><span><span><span><span><span>Whislash is the aunt (yes, you read that correctly) of Operators Nearl and Blemishine, and she is a former Jousting Knight of Kazimierz who has since become a professional trainer. Her training style is very different from Rhodes Island’s main trainer, Dobermann, which caused some spats between the two at first. However, once they realized how much they had in common, they were able to become very good friends. They even share an archetype: Whislash is a </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Support-Guard##null##cn##stats"><span><span><span><strong><span><span><span><span>Support Guard</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, and her areas of expertise are </span></span></span></span></span></span><span><span><span><strong><span><span>buffing high-Block allies</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>dealing multi-target damage from a distance</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>For Whislash, the “Support” in “Support Guard” comes from her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Rebuke</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases the ASPD and DEF of all melee Operators with Block-3 or higher. This primarily affects Defenders and AoE Guards, but some buffs (i.e., Nian’s S3) can increase Block count, thereby helping other archetypes to receive Whislash’s support as well. Whislash’s S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Motivational Skills</span></span></strong></span></span></span><span><span><span><span><span><span>, makes the power of </span></span></span></span></span></span><span><span><span><strong><span><span>Rebuke</span></span></strong></span></span></span><span><span><span><span><span><span> more widely available: it increases the strength of the buffs and grants half the effect to melee Operators with less than Block-3.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In contrast, her S2—</span></span></span></span></span></span><span><span><span><strong><span><span>Whip Sword</span></span></strong></span></span></span><span><span><span><span><span><span>—is more about improving Whislash’s own performance. </span></span></span></span></span></span><span><span><span><strong><span><span>Whip Sword</span></span></strong></span></span></span><span><span><span><span><span><span> also empowers </span></span></span></span></span></span><span><span><span><strong><span><span>Rebuke</span></span></strong></span></span></span><span><span><span><span><span><span>, but more importantly, it gives Whislash a host of buffs: her ATK increases, her attack range lengthens, she is able to hit a number of enemies equal to her Block count (a la AoE Guards), and her own Block count increases by +1(allowing her to also gain her own support buff). It’s a pretty sweet deal!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Support Guards in Arknights tend to have multiple weaknesses, and Whislash is no exception. </span></span></span></span></span></span><span><span><span><strong><span><span>Rebuke’s</span></span></strong></span></span></span><span><span><span><span><span><span> buffs are fairly minor, and pairing ASPD with DEF is an odd combination that not a lot of Operators are well-positioned to fully utilize—particularly since Whislash only buffs Block-3 Operators, which is a pretty limited group (without Block count buffs, anyway). Whislash also suffers from low uptime on her Skills, especially </span></span></span></span></span></span><span><span><span><strong><span><span>Whip Sword</span></span></strong></span></span></span><span><span><span><span><span><span>, which she desperately needs in order to keep her own DPS competitive. Also, don’t forget that despite her extended attack range, Whislash CANNOT attack aerial enemies, limiting the application of her DPS.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>It can be hard to find a place where Whislash is preferable to fielding an AoE Guard, but thanks to her extended attack range, it’s not impossible. Whislash can stand behind an ally and buff them while still attacking, or she can stand in one lane and activate </span></span></span></span></span></span><span><span><span><strong><span><span>Whip Sword</span></span></strong></span></span></span><span><span><span><span><span><span> to reach across to another lane and attack in two places at once. Whislash may have retired from the Kazimierz Knights, but that doesn’t mean she’s done fighting—not by a long shot. </span></span></span></span></span></span></p> |
C |
Explanation
Summary<span style="color:green;">+ Trait: Can attack non-aerial enemies at a distance<br> + Talent: Melee Operators in the surrounding 8 tiles gain an ATK buff<br> + High DEF<br> + S2: good DPS with S2 active<br></span> <span style="color:red;">- S2: Very high SP Cost with on-attack charge means low up-time<br> - Talent: Only buffs melee and is difficult to utilize on some maps due to limited melee tiles<br> - Without significant investment her Skills have a very short duration</span>Overview<p dir="ltr"><em>"Wipe them out in one fell swoop! It's cheaper that way!"</em></p> <p dir="ltr">Her luxurious locks are only matched by her strident speeches: everyone, please welcome Miss Swire to Arknights! This Lungmen official and <strong>5★</strong> <strong>Support Guard</strong> occupies an interesting position in the game as both a <strong>DPS </strong>(which most Guards are) and a <strong>Support </strong>(which most Guards are not).</p> <p dir="ltr">Swire’s support comes from her Talent, <strong>Melee Combat Guidance</strong>, which increases the base ATK of all melee-type allies in the eight tiles adjacent to her. Her Skills increase the power of the buff: <strong>Command and Dispatch</strong> has a smaller increase but also increases the Talent’s area of effect, while <strong>Cooperative Combat</strong> is a much stronger buff that also hugely buffs Swire’s ATK. In addition, Swire can Block-2, attacks non-aerial enemies at a distance, and has faster ASPD than a typical Guard. Her DP cost is also surprisingly low for her rarity. </p> <p dir="ltr">Unfortunately, the trendy tigress pays the price for her team support by sacrificing her own combat performance. Swire has very low HP and ATK for a 5★ Guard, so it’s hard for her to live up to her <strong>DPS </strong>tag. <strong>Cooperative Combat</strong> helps this issue a lot, but the SP cost is very high, so it takes a long time to charge. The fact that her Talent does not affect ranged Operators is also a drawback, since it limits the number of allies she can realistically buff. There are definitely situations where an actual DPS Operator can contribute more than Swire can.</p> <p dir="ltr">As is often the case with supporting Operators, Swire’s strength is dependent on the team she is buffing. Not every map layout and not every Doctor’s strategy is conducive to her unique style, but her persistence can pay off under the right circumstances.</p> |
C- |
Explanation
Summary<span style="color:green;">+ S2: Decent total DEF buff.<br></span> <span style="color:red;">- S2: Stuns himself after.<br> - S2 and Talent: Restricted to the 8 tiles around him, which makes tile space an issue.<br> - Limited offensive value, even with skill up, and high SP costs means he’s a dead spot on the field most of the time.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz</p> <p>"Hello, Doctor. My name is Ennis, and I've officially joined Rhodes Island from today onwards. Huh? Code name? Let me think about it... Let's call it 'Bryophyta'. I hope I can leave footprints on rocks and reefs like moss."</p> <p>------------------------------------------------</p> <p>Although the sound of the waves has gone away, the steam in the hot spring pool still feels hazy and romantic.</p> <p>Although the music festival is a thing of the past, the beats of the Siesta people are still warm and brisk.</p> <p>Want to sample the most unique beach cocktails?</p> <p>Want to feel obsidian rock that's still going strong?</p> <p>Everything in</p> <p>Siesta Style Street!</p> <p>If you need a driver, guide, messenger</p> <p>Porter, mason, babysitter, waiter, bartender</p> <p>Or if you have any difficulties while traveling in Siesta</p> <p>You can contact Ennis!</p> <p>Phone: xxxx-xxxxxxx</p> <p>——A travel brochure for Siesta Style Street, with job hunting information on it. It can be seen that it was written with a pen later.</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/Cenm0">Cenm0</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/278/Daisuke_Sakaguchi">Daisuke Sakaguchi</a></p> <p>------------------------------------------------</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Support-/-Instructor##null##cn##stats">Guard [Support / Instructor]</a></p> <p><strong>Trait:</strong> Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%</p> <p><strong>Talent:</strong> When not blocking enemies, increase the DEF of melee operators within the 8 surrounding tiles. When blocking enemies, increase self DEF</p> <p><strong>Skill 1:</strong> The next attack deals increased damage</p> <p> </p> <p><strong>Skill 2:</strong> Increase ATK and grant increased DEF to the melee operator with the highest Block Count within the 8 surrounding tiles (if there are no melee operators within the 8 surrounding tiles, grant the effect to self.) Bryophyta is Stunned for several seconds when the skill ends.</p>
Explanation
Summary<span style="color:green;">+ Talent: Boosts ATK of all 3* Operators<br> + Low deploy cost<br></span> <span style="color:red;">- Her buffs on their own aren't strong, and having them apply only to 3* makes her use very limited<br> - Weak skills<br> - below average ATK<br></span>Overview<p><span><span><span><span><em><span>“No slacking off!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Instructor, interrogator, and notoriously incapable of expressing her emotions, Dobermann is the primary drill instructor for new Rhodes Island Operators. She is no stranger to the battlefield, where she is deployed as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Support Guard</span></span></strong></span></span></span><span><span><span><span><span><span> with a </span></span></span></span></span></span><span><span><span><strong><span><span>2-grid frontal attack range</span></span></strong></span></span></span><span><span><span><span><span><span>. In keeping with her job in Rhodes Island, she takes an interesting </span></span></span></span></span></span><span><span><span><strong><span><span>Support</span></span></strong></span></span></span><span><span><span><span><span><span> role on the field, where she enhances the performance of 3* Operators.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Dobermann’s support comes from her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Starter Instructor</span></span></strong></span></span></span><span><span><span><span><span><span>, which buffs the ATK of all 3* Operators on the field. She doubles down on this with her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Spur</span></span></strong></span></span></span><span><span><span><span><span><span>, a manual Skill that increases her own ATK and multiplies the effect of her Talent for the duration. Many Doctors ignore their 3* Operators once they have a few 6*s to focus on, but with Dobermann’s guidance, low-rarity Operators like Melantha, Kroos, and Midnight can be a force to be reckoned with.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>If you’re not leaning into her drill instructor gimmick, Dobermann loses some of her luster. Her low Deployment Cost is welcome, but her stats are not very impressive, and her Talent has no benefit if you don’t deploy 3*s with her. (Note that, as a 4* unit, Dobermann herself is not buffed by </span></span></span></span></span></span><span><span><span><strong><span><span>Starter Instructor</span></span></strong></span></span></span><span><span><span><span><span><span>.) Even if you are using her to lead a squad of 3* units, </span></span></span></span></span></span><span><span><span><strong><span><span>Spur</span></span></strong></span></span></span><span><span><span><span><span><span> has a high SP cost and a comparatively short duration, so it won’t have much up-time. Dobermann is more </span></span></span></span></span></span><span><span><span><span><em><span>fun</span></em></span></span></span></span><span><span><span><span><span><span> than she is </span></span></span></span></span></span><span><span><span><span><em><span>necessary</span></em></span></span></span></span><span><span><span><span><span><span>, but she does enable some exciting, low-investment strategies that would never succeed without her.</span></span></span></span></span></span></p> |
Medic AoE / Multi-target Medic
S+ |
Explanation
Summary<span style="color:green;"> + A Multi–target Medic that excels at mitigating, if not outright trivializing, otherwise overwhelming Arts Damage.<br> + Talent 1: The most powerful form of granting RES to allies in a game where such utility is extremely scarce.<br> + S3: Powerful combination of Arts damage mitigation and healing-per-second with a very large AoE that virtually guarantees fellow Operators’ safety from any Arts Damage.<br> + S3: Very long duration skill that’s also near-helidroppable, having only a 5 second wind-up at Mastery 3.<br> + Talent 2: Can summon phantoms that can be placed on open tiles to draw enemy attacks. These ignore deploy limit.<br></span> = S2: A serviceable secondary skill for when S3 is overkill, but it doesn’t boost actual healing ability and is focused purely on Arts damage mitigation.<br> <span style="color:red;"> - S3: Massively long downtime. Immediately retreating and redeploying is actually faster for maintaining S3 uptime.<br> - In situations where Arts damage is manageable, Nightingale is usually outshined by Medics with better healing-per-second or more generic utility, such as Eyjafjalla the Hvit Aska, Lumen, and Ptilopsis.</span>Overview<p><span><span><span><span><span><span><span><span>A prisoner of her own mind and a victim of a dark past, Nightingale is an expert on the functions of the human body and excels in healing through the Arts. She is a</span></span></span></span></span></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><strong><span><span>6★ Multi-target Medic</span></span></strong></span></span></span><span><span><span><span><span><span> that stands out as the game’s best defensive answer to Arts damage.</span></span></span></span></span></span></p> <p> </p> <p><span><span><span><span><span><span>Nightingale’s Talent 1, </span></span></span></span></span></span><span><span><span><strong><span><span>White Fiend’s Protection</span></span></strong></span></span></span><span><span><span><span><span><span>, is the defining aspect of her kit. Simply by having allies within her healing range, Nightingale is able to significantly mitigate any Arts damage that may come their way through her ability to grant them a large amount of RES. The ability to provide RES is extremely unique among the game’s many operators, with the only other way to do so, as of writing, being through Bassline’s module-boosted Talent, which has more restrictive range and provides only up to a third of what Nightingale can provide with just </span></span></span></span></span></span><span><span><span><strong><span><span>White Fiend’s Protection</span></span></strong></span></span></span><span><span><span><span><span><span> alone! Through five years of the game, and among immense amounts of recent powercreep, Nightingale is still by far the best option for Arts mitigation. Nightingale’s Talent 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Fleeting Phantom</span></span></strong></span></span></span><span><span><span><span><span><span>, complements her kit by providing generic utility through the deployable namesake Phantoms, which draw enemy fire to give your team some breathing room.</span></span></span></span></span></span></p> <p> </p> <p><span><span><span><span><span><span>While Nightingale has three skills, it is her S3, </span></span></span></span></span></span><span><span><span><strong><span><span>Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span>, which keeps her relevant as a powerful endgame option in extreme scenarios that feature overwhelming Arts damage. </span></span></span></span></span></span><span><span><span><strong><span><span>Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span> is a near-helidrop, high uptime skill that provides a set of effects dedicated to keeping entire teams alive through what would otherwise be lethal Arts. For starters, the ATK boost helps Nightingale’s ability to keep allies topped up by boosting her healing numbers. More importantly, </span></span></span></span></span></span><span><span><span><strong><span><span>Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span> expands Nightingale’s range and boosts the RES of her allies even further, both of which synergize exceptionally with her talent </span></span></span></span></span></span><span><span><span><strong><span><span>White Fiend’s Protection</span></span></strong></span></span></span><span><span><span><span><span><span>—the range expansion not only also increases her healing zone but also the area her Talent covers, and the +150% increase to RES is applied on top of the RES her talent grants, which lets even Operators with zero base RES accumulate a significant amount that lets them take on strong Arts with ease. As a cherry on top, </span></span></span></span></span></span><span><span><span><strong><span><span>Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span> even grants 25% Arts Dodge, an unreliable yet nevertheless welcome buff that hammers home the idea that, indeed, your Operators are virtually invincible to Arts damage while the skill is active. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Still, </span></span></span></span></span></span><span><span><span><strong><span><span>Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span> does also have a massively long downtime. In the hardest kinds of content where the uptime of her S3 matters, it can be necessary to retreat and redeploy her purely to circumvent the otherwise 2-minute long wait (though it helps that deploying her again also gives you another set of Phantoms on top of any that were saved). A much bigger weakness of Nightingale, however, is that she falls off relative to other Medics in content where Arts damage isn’t overwhelming enough to necessitate her. Medics such as Lumen, Eyjafjalla the Hvit Aska, Ptilopsis, and even Perfumer tend to be better investments in the early stages of a Doctor’s career due to their more generalist utility and / or better healing numbers. Relative to these alternatives, Nightingale’s utility is more situational and typically shines more in specific boss fights and endgame scenarios. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Her Module, </span></span></span></span></span></span><span><span><span><strong><span><span>RIN-X: Closed Hope</span></span></strong></span></span></span><span><span><span><span><span><span>, attempts to bridge the gap a bit with a small boost to her healing numbers, but the Module’s higher levels are generally not a good investment relative to the gains. However, the module’s base effect of increasing Nightingale’s range is quite powerful</span></span></span></span></span></span><span><span><span><strong><span><span> </span></span></strong></span></span></span><span><span><span><span><span><span>as it gives </span></span></span></span></span></span><span><span><span><strong><span><span>White Fiend’s Protection</span></span></strong></span></span></span><span><span><span><span><span><span> one more beneficiary, and the +5 RES is generally well-utilized in Nightingale’s kit and the situations she’d see use in. Nightingale also does have a serviceable secondary skill in her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Arts Shield</span></span></strong></span></span></span><span><span><span><span><span><span>, which grants a barrier that blocks only Arts damage and increases their RES. However, while this skill can be used in situations where her S3 is outright excessive, its use case also tends to overlap with situations where a different Medic would shine instead, especially considering </span></span></span></span></span></span><span><span><span><strong><span><span>Arts Shield</span></span></strong></span></span></span><span><span><span><span><span><span> only provides damage mitigation without any boost to Nightingale’s healing—in situations where the excessive Arts damage mitigation of </span></span></span></span></span></span><span><span><span><strong><span><span>Sanctuary </span></span></strong></span></span></span><span><span><span><span><span><span>is unnecessary, Arts damage is generally manageable enough to not require Nightingale at all, which renders her S2 only truly usable in hyper-specific situations or when no similarly leveled Medic alternative is available. Overall, the combination of Nightingale and her </span></span></span></span></span></span><span><span><span><strong><span><span>Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span> is a powerful tool that makes dealing with difficult Arts-heavy stages much easier, yet Nightingale is also so specialized that she tends to be better off relegated as a down-the-line investment for more developed rosters.</span></span></span></span></span></span></p> |
S |
Explanation
Summary<span style="color:green;">+ Talent: When deployed, increases SP gain for Skills with SP/s Charge Type.<br> + Trait: Heal up to 3 friendly units at once<br> + S2: provides potent rapid healing (with extended range)<br> + The default AOE Medic choice when not fighting caster enemies<br></span> <span style="color:red;">- S2: has a long cooldown.</span>Overview<p dir="ltr"><em>“Tactical support system online.”</em></p> <p dir="ltr">The narcoleptic Data Recording Officer of Rhodes Island, Ptilopsis has made considerable accomplishments in the healing Originium Arts. She is an <strong>AoE</strong> and <strong>Support</strong> Medic and her claim to fame is her support Talent, <strong>Skill Point Halo</strong>, which increases SP recovery for allies, allowing them to use Skills sooner and more frequently. This can be a massive boon for your team, but it does have two drawbacks:</p> <ol> <li dir="ltr"> <p dir="ltr">It only affects skills with “per second” SP gain.</p> </li> <li dir="ltr"> <p dir="ltr">It is less useful for Skills with long durations, or those meant for a single use and with high initial SP.</p> </li> </ol> <p dir="ltr">Both of Ptilopsis’s Skills are related to healing efficacy, especially her second Skill, <strong>Enkephalin</strong>. When activated, Enkephalin increases the range and speed of her healing, allowing her to keep up with burst damage or sustained damage across a wide area. Although it has a very high SP cost, the Initial SP is quite high, so the first use is available relatively quickly.</p> <p dir="ltr">Like all AoE Medics, Ptilopsis pays for the advantage of healing multiple allies with a weaker individual heal than her single target counterparts. However, the healing power of her second Skill and the SP generation utility she brings make her a very strong Medic choice, often adding considerable overall value to your team.</p> |
A |
Explanation
Summary<span style="color:green;">+ Trait: Heal up to 3 friendly units at once<br> + Talent: When deployed, gives passive HP regen to all deployed Operators (amount based on percentage of ATK)<br> + A strong 4* Operator that is viable even in end-game<br> + S2 can heal an enormous amount of HP and increases regen considerably<br> + Passive regen is a good counter to the poison mist condition on some stages and can heal characters that normally can't be healed directly<br> + High HP and decent DEF for a Medic<br></span> <span style="color:red;">- The Attack Interval increase of S2 could be a problem vs enemies with fast attack speed.</span>Overview<p dir="ltr"><em>“Nice to meet you, Doctor. I’m Lyra, a perfumer. Interesting job, right? Did you know it existed?”</em></p> <p dir="ltr">Though her elegance and grace make her aromatherapy career seem effortless, Perfumer is a hard worker who built her business from the ground up. Her perfectionist work ethic shines through on the battlefield, where she tends to her allies’ wounds with soothing blends of lavender essence. As the easiest <strong>AOE Medic</strong> to obtain and one of Arknight's few sources of <strong>global healing</strong>, Perfumer is a staple Operator for many players, both old and new.</p> <p dir="ltr">Perfumer’s healing works best over time. This is exemplified by her second Skill, <strong>Fine Blending</strong>, a manually activated Skill that reduces her action speed but dramatically increases her healing power. She complements this Skill with her Talent, <strong>Lavender</strong>, which constantly heals all of Perfumer’s allies over time by a percentage of her ATK -- no matter where they are on the field! Since <strong>Lavender</strong> is a global heal, it is one of the few sources of healing that will restore Operators that cannot receive direct heals (e.g. <a href="https://gamepress.gg/arknights/operator/vulcan">Vulcan</a> or <a href="https://gamepress.gg/arknights/operator/hellagur">Hellagur</a>). Since <strong>Fine Blending</strong> increases her ATK and therefore the power of her Talent, Perfumer can output a surprising amount of healing for allies she cannot directly heal.</p> <p>Because her healing is rather weak when her Skill isn’t active (like most AoE Medics), Perfumer sometimes struggles to keep her allies alive. Enemies with high attack speed are particularly dangerous, since <strong>Fine Blending</strong> slows Perfumer’s rate of healing, giving such foes a chance to outpace her increased power. That being said, Perfumer’s ability to heal all allies across the map with her Talent is enough to make her invaluable to Rhodes Island, and her weaknesses do not stop her from doing her job beautifully.</p> |
A- |
Explanation
Summary<span style="color:green;">+ Trait: normal heals hit up to 3 friendly units at once<br> + Talent: When Skill is active, grant [Resistance] effect to all Medics and (at E2) Supporters (reduce duration of stun, chill, freeze by 50%)<br> + Very high potential healing output with both S1 and S2<br></span> = S2: splash healing provides unique range and AoE Healing output potential<br> = S1: reduces the number targets, but increases the power.<br> = Purchasable with Shop Vouchers, but fairly expensive in terms of Sanity. Not currently available in gacha or recruitment.<br> <span style="color:red;">- Other AoE Medics provide better utility (SP generation, passive healing, RES) making them generally more appealing.</span>Overview<p><span><span><span><span><em><span>“My dad? Oh my, you're asking me that even though you know I ran away from home? Doctor, are you perhaps socially awkward?”</span></em></span></span></span></span></p> <p><span><span><span><span><span>You’d never know it if you saw her wandering the countryside, picking herbs and stuffing them down her patients’ throats, but Breeze was actually born to a noble family and raised to be an aristocrat. Chafing under the stuffy rules of the upper crust, she ran away from home and has lived as a traveling doctor ever since. She has joined Rhodes Island of her own volition, where she now puts her… unusual medical practices to use as a <strong>5</strong></span></span></span></span></span>★<span><span><span><strong><span><span> AoE Medic</span></span></strong><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite her snarky attitude, Breeze actually works quite well with other Medics. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Medic Squad Protection</span></span></strong></span></span></span><span><span><span><span><span><span>, grants the Resistance buff to all allied Medics (and Supporters once she is E2!) while either of Breeze’s Skills are active. This buff reduces the duration of Stun, Chill, and Freeze debuffs, making it harder for enemy units to lock down your Operators. The first Skill she can use to activate this Talent is </span></span></span></span></span></span><span><span><span><strong><span><span>Cluster Therapy</span></span></strong></span></span></span><span><span><span><span><span><span>, which massively increases her ATK but reduces the number of targets she can heal by 1. This Skill has pretty good uptime and still allows her to heal multiple allies, making it surprisingly strong. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Widespread Therapy</span></span></strong></span></span></span><span><span><span><span><span><span>, has much lower uptime due to an enormous SP cost, but it packs corresponding power: it offers an even larger ATK boost and changes her heal to an area-of-effect “shot” that heals all allies in a 3x3 grid. Not only does this Skill allow Breeze to heal an entire team if they are clustered close enough together, but it also allows her to heal outside of her default attack range if she targets an Operator at the edge of her normal range.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Breeze is a very serviceable AoE Medic, but she does have big shoes to fill. AoE Medics as an archetype tend to be extremely powerful utility units in addition to their healing powers, and utility is Breeze’s weak point: granting Resistance to other Medics is very situational, and that’s the only utility she offers. It’s easy for Breeze to be overshadowed by Perfumer’s global healing or Ptilopsis’ SP regeneration. On the other hand, Breeze’s ability to provide massive burst healing to multiple allies is not common, and proper positioning can give her some of the biggest healing potential in Arknights.</span></span></span></span></span></span></p> <p> </p> |
Medic Chain Healer
B |
Explanation
Summary<span style="color:green;">+ The games first chain healer providing a middle ground between group and single target healing.<br> + Can potentially reach allies that single target and AOE casters can't, thanks to healing bounces.<br> + Talent boosts healing when allies are low on HP.<br> + S2: Boosts the HP threshold to trigger her bonus healing talent. Good healing increase and uptime.<br></span> <span style="color:red;">- Each bounce of her healing significantly reduces the healing amount with no ability to mitigate this penalty.<br> - Many alternative healing options and a lack of utility outside of pure healing makes it hard to recommend her unless you specifically can utilize the bounce effect.<br></span>Overview<p><span><span><span>Paprika is the cutest, most helpful demon you’re likely to meet. Straightforward, honest, naïve, and well versed in medical technology, Paprika is actually a Sarkaz mercenary who was hired to participate in the attack on Londinium. She didn’t like the cruelty and barbarism of her superiors and was about to get into serious hot water with some very vengeful people when she was rescued by Rhodes Island. Making the best of a bad lot, Paprika has signed on with Rhodes Island as the first <strong>5* Chain Healer Medic</strong>, whose heals <strong>bounce between allies</strong> and restore <strong>more HP to low-health targets</strong>.</span></span></span></p> <p><span><span><span>The Chain Healer is an unexpected new archetype whose heals bounce between allies the way a Chain Caster’s lightning spells bounce between enemies. Functionally, this means Chain Healers have a wider range than their healing range would indicate, as long as you can place your allies to bounce their heals properly. The healing stream cannot bounce back to an ally it has already healed, and the amount healed to each ally is reduced after each bounce.</span></span></span></p> <p><span><span><span>Paprika complements this new style of healing with her <strong>Focused Care</strong> Talent, which restores bonus HP to an ally if they are below a certain HP threshold. Her <strong>Comradeship</strong> S2 dramatically increases this threshold and allows her heals to bounce more times, along with giving her a decent ATK boost. With the ATK boost and the increased threshold for <strong>Focused Care</strong>, Paprika can output pretty decent healing over a wide area while <strong>Comradeship</strong> is active.</span></span></span></p> <p><span><span><span>Unfortunately, that’s about all Paprika can do, as she has no utility beyond directly healing HP. Medics generally need some kind of utility to stand out among the many other strong Operators in Arknights. Paprika’s only real claim to fame is her archetype’s chain effect, and this effect is laden with drawbacks. For Paprika’s heals to reliably bounce along a chain of Operators, every Operator in the chain must be missing HP every time Paprika tries to heal. Because her healing gets weaker with every bounce, Paprika will likely heal the closer Operators to full first, then be unable to keep healing the Operators who are outside of her range. And if you just place all Operators within her healing range, you might as well be using an AoE Medic, several of which have much better utility than Paprika herself does.</span></span></span></p> <p><span><span><span>It’s not impossible to get value out of Paprika, especially on poison mist stages where she can always count on getting full bounces out of her healing stream. It’s important to remember there are more reliable options to invest in, however.</span></span></span></p> <p dir="ltr"> </p> |
Medic Incantation
S+ |
Explanation
Summary<span style="color:green;">+ Talent: Efficient healing that can heal herself as well as an ally when she deals damage.<br> + Talent: Attacks have the chance to provide fragility and decrease enemy ATK, which is relatively rare utility.<br> + S2: Great potential damage and sustain, especially if you can hit enemies with both sets of fireballs.<br> + S3: Amazing wave clear as the explosions can chain together to deal huge damage and clear groups of enemies.<br></span> <span style="color:red;">- S2: Requires units (preferably melee) within range to place the fireballs on.</span>Overview<p><span><span><span>Even when Reed first joined Rhodes Island as a Vanguard, her fire-based Originium Arts were a source of mystery to her fellow Operators—in large part because they didn’t appear to actually involve “fire.” Rather than conjuring flames like many of her counterparts, Reed’s unusual powers involve <em>life</em>—injecting so much life into already-living cells that they spontaneously combust from the excess energy. What would happen if Reed embraced those powers fully instead of hiding them as a Vanguard? We’d get Reed the Flame Shadow, a <strong>6* Incantation Medic</strong> who <strong>heals herself when she heals allies</strong>, inflicts the <strong>Arts Fragility </strong>effect, and forces her opponents to <strong>explode. Literally</strong>.</span></span></span></p> <p><span><span><span>Incantation Medics heal their allies by attacking their enemies, and Reed the Flame Shadow takes this paradigm to a whole new level. Her E1 <strong>Firebrand</strong> Talent gives her attacks a chance to inflict the Firebrand ailment, which combines an ATK debuff with an Arts Fragility effect. This Talent greatly empowers her S2, <strong>Wither and Prosper</strong>, which summons fireballs around one (or more, depending on Skill Level) ally that constantly damage nearby enemies. Each hit from a fireball can activate <strong>Firebrand</strong>, making the next hit hurt that much more (and each hit also activates Realter’s Trait, healing the ally the fireball is protecting). However, <strong>Firebrand</strong> is much more beneficial to her S3, <strong>Tinders of Life</strong>, also known as “Boomtown.” <strong>Tinders of Life</strong> causes Realter to attack multiple enemies at once and gives <strong>Firebrand</strong> a 100% activation rate. More importantly, any Firebranded enemy who is killed during the duration of <strong>Tinders of Life</strong> will EXPLODE, dealing Arts damage to all nearby enemies and inflicting Firebrand on <em>them </em>in turn… so they can explode and inflict Firebrand on all nearby enemies… so they can explode and….</span></span></span></p> <p><span><span><span>Reed the Flame Shadow is a virtually infinite fountain of healing and damage, but it’s important to be careful of her downtime. Remember that Incantation Medics cannot manually heal allies because they only heal when attacking. (This makes Realter a terrible Medic for poison mist stages, though she’s still an awesome damage-dealer there.) Be careful also about how Realter’s properties change when her Skills are active versus when they are not. The healing from <strong>Wither and Prosper’s</strong> fireballs is specifically keyed to the ally the fireballs are protecting, not to “any ally within range,” and while <strong>Firebrand</strong> has a 100% infliction rate during <strong>Tinders of Life</strong>, the rate is notably lower when <strong>Tinders of Life </strong>is not active. As long as you keep these properties in mind, Reed the Flame Shadow is a perpetual motion engine, constantly outputting energy to keep the rest of your squad going like the Energizer Bunny.</span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ The first of herMedic Archetype that both heals and deals arts damage<br> + Talent: Inflict arts fragility on enemies on attack<br> + S2: Great healing when fighting multiple enemies. Additional slow on enemies hit during skill duration<br></span> <span style="color:red;">- S2: Poor uptime, short duration often insufficient to kill tougher enemies or sustain through longer fights.<br> - Healing requires an enemy in range to hit, and the amount is lowered by enemy RES.</span>Overview<p><span><span><span>Hibiscus was something of a nag when she joined Rhodes Island, often trying (unsuccessfully) to bully other Operators into eating health food and going to bed on time. But hey, a lot of us do dumb stuff as teenagers. Hibiscus the Purifier is a glimpse into how Hibiscus handles her patients as an adult. Gone are the nagging and the arguing: Hibiscus the Purifier understands how to gently deliver her advice in a way that inspires patients to follow her instructions, rather than bullying them. She also takes a rather different role on the battlefield as the first <strong>5* Incantation Medic</strong>—an archetype that <strong>heals allies by inflicting Arts damage on enemies</strong>.</span></span></span></p> <p><span><span><span>The Incantation Medic Trait activates every time the Incantation Medic attacks and causes them to simultaneously restore the HP of one ally within range, equal to half the damage dealt. As such, the more damage the Incantation Medic deals, the more they can heal. Hibiscus the Purifier (or Hibalter) builds on this ability with her Talent, <strong>Dawn to Dusk</strong>, which inflicts the Arts Fragility ailment on enemies that she attacks. This increases the damage of her subsequent attacks on the same target while also benefitting the rest of her team. Playing further into this support role is her S2, <strong>Nurturing Touch</strong>. This short-duration Skill deals rapid damage to two targets at a time within range and also inflicts a Slow effect, compounding Hibalter’s utility.</span></span></span></p> <p><span><span><span>Hibiscus the Purifier brings many kinds of support to the field. Arts damage, healing, Arts amplification, and Slow, all on one unit? There’s got to be a catch, right? Unfortunately there is, and you may have already noticed it: low numbers. Hibalter can do a lot, but none of it is very strong. Her ATK is very low, <strong>Nurturing Touch</strong> has a very short duration, and her Slow is quite weak. Remember also that Hibalter can only heal when there are enemies in range for her to attack. Sometimes this is fine, since damage is usually inflicted when enemies are present, but this also means that Hibalter can’t top off Operators in between enemy waves or keep up with passive environmental damage (i.e., lava geysers or poison mist).</span></span></span></p> <p><span><span><span>In many cases, Hibalter may prove to be a “win more” unit who enhances Operators that are already strong rather than being especially beneficial when a Doctor is struggling. However, having simultaneous healing and damage on an Operator with much better ASPD than a regular Medic can be useful, especially when you add in some extra damage amplification and Slowing to sweeten the deal.</span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Reasonable healing numbers, despite her low damage.<br> + Good reflect damage may occasionally be useful.<br></span> <span style="color:red;">- Healing is unreliable since it needs a target for her to attack.<br> - Very low damage.<br> - Taunt is wasted utility. It's very specific and is better resolved by managing deploy order.<br> - Elites have longer attack intervals which limits the value of her reflect.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> another_mozhi, Setsura</p> <p>"Doctor, Vendela reporting to you. Ah, what was behind the manuscript that Miss Rockrock prepared for me again... Anyway, please accept this flower for now! It represents good luck."</p> <p>------------------------------------------------</p> <p>"Let me tell you a secret. Someone secretly placed a gift at the door of my room last night. It was a rose!</p> <p>"Who put it? I've been excited all morning! Is it her... No, no... Is it him... Well, I feel like it's possible... Or perhaps, it’s——”</p> <p>"Hey, don't get a big head. Many people received them last night. I went to ask Miss Lena. It's a gift prepared by the new operator Vendela for everyone according to the customs of her hometown."</p> <p>"Huh? Oh... Hey..."</p> <p>At the same time, Perfumer in the infirmary was holding her head in hee hands and worrying about the embarrassed face of Vendela.</p> <p>"Uh, I'm sorry, Miss Lena, I didn't expect that there are more people on Rhodes Island than in our town. There are still many people who haven't received roses.</p> <p>"Every year at the Farm Festival in Brentwood, my grandfather and I would put a bouquet of roses in front of every door. This is a festival to celebrate harvest and good luck, and I want everyone in Rhodes Island to do the same, that we all can share our happiness together.”</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Incantation##null##cn##stats">Medic [Incantation]</a></p> <p><strong>Trait:</strong> Attacks deal Arts damage and heal the HP of an ally within Attack Range for 50% of the damage dealt</p> <p><strong>Talent : </strong>Ally unit with the highest Max HP inside Vendela's attack range receives extra healing </p> <p><strong>Skill 1:</strong> When skill is active, ASPD increases</p> <p><strong>Skill 2:</strong>When skill is active, ATK increases, the ally unit with the highest Max HP inside Vendela's attack range becomes more likely to be targeted by enemies; whenever this ally unit takes damage, Vendela deals Arts Damage to the respective enemies, and Vendela's trait becomes only applicable to this ally unit</p> |
Medic ST / Medic
S+ |
Explanation
Summary<span style="color:green;">+ A medic with a powerful summon that can hold lanes, DPS, and deal True damage<br> + Longer range than other ST Medics (mostly useful for Mon3tr deployment, + Fast redeploy means Mon3tr can be easily repositioned or gotten back on the field quickly if he dies (along with damaging and stunning enemies). Can also satisfy some traditional fast-redeploy roles if needed.<br> + Skills have long durations and very low SP costs, making for good skill cycles<br> + S2: Use this skill when you want Mon3tr to handle waves of enemies. It charges incredibly fast and with Mon3tr's Block-3 it can function like an AoE Guard.<br> + S3: One of the best counters to enemies that have extremely high DEF or damage reduction. This skill makes Mon3tr one of the most powerful units due to its overwhelming stats, true damage and quick skill recharge.<br></span> <span style="color:red;">- Poor healing output and prioritizes healing herself/ Mon3tr even over allies with much lower HP, so she doesn't function well as a general healer<br> - Mon3tr has 0 DEF if deployed outside of her range<br> - Tied skills do not charge if Mon3tr is not deployed and lose all SP if mon3tr leaves the field<br> - Having Mon3tr on the field consumes 2 deployment slots</span>Overview<p><span><span><span><span><em><span>“Doctor, my appearance here means that the situation is not optimistic. You need to focus... on completing your duty.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>At last, the day has come. The notorious Kal’tsit, puller of strings and mastermind extraordinaire, has put aside her apparent dislike of the Doctor enough to aid them in battle. She’s stepping out of the supporting role she’s played in Arknights up until this point and hitting the field as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* ST Medic</span></span></strong></span></span></span><span><span><span><span><span><span>, but one completely unlike every other ST Medic to date. Kal’tsit isn’t here to heal; she’s here to control her summonable minion</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/trap/mon3tr"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Mon3tr</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, who can </span></span></span></span></span></span><span><span><span><strong><span><span>sponge damage</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>block multiple enemies</span></span></strong></span></span></span><span><span><span><span><span><span>, or </span></span></span></span></span></span><span><span><span><strong><span><span>inflict Pure damage</span></span></strong></span></span></span><span><span><span><span><span><span> at a shocking rate.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Medic, Kal’tsit’s regular attack does restore HP to allies. However, she has very low ATK for a ST Medic (more on par with a Wide-Range Medic, for context), an increased attack range (the same attack range as an AoE Sniper, weirdly), and unusual targeting: she will always prioritize healing herself and Mon3tr over other targets. Mon3tr is a summonable minion who can be placed anywhere on the field, but his DEF is reduced to 0 if he’s not deployed within Kal’tsit’s attack range. Fortunately, Mon3tr has a pretty quick redeployment time, so it’s not the end of the world if he dies. In fact, Kal’tsit’s E2 Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Non-Damaging Restructuring</span></span></strong></span></span></span><span><span><span><span><span><span>—inflicts Pure damage and Stun on nearby enemies when Mon3tr’s HP hits 0.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Kal’tsit’s Skills also involve Mon3tr in interesting ways. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Command: Structural Fortification</span></span></strong></span></span></span><span><span><span><span><span><span>, is the only Skill she can use while Mon3tr is not on the field. </span></span></span></span></span></span><span><span><span><strong><span><span>Command: Structural Fortification</span></span></strong></span></span></span><span><span><span><span><span><span> buffs DEF for Kal’tsit and Mon3tr as well as giving Kal’tsit 50% Physical Dodge. S2 is a more offensive choice: </span></span></span></span></span></span><span><span><span><strong><span><span>Command: Tactical Coordination</span></span></strong></span></span></span><span><span><span><span><span><span> increases Kal’tsit’s attack speed (thus her rate of healing) and Mon3tr’s ATK, while also giving Mon3tr the ability to attack a number of enemies equal to his Block count, like an AoE Guard. Even more powerful is </span></span></span></span></span></span><span><span><span><strong><span><span>Command: Meltdown</span></span></strong></span></span></span><span><span><span><span><span><span>, Kal’tsit’s S3, which increases Mon3tr’s ATK and DEF and causes him to deal Pure damage. However, S2 and S3 cannot be used </span></span></span></span></span></span><span><span><span><span><em><span>period</span></em></span></span></span></span><span><span><span><span><span><span> unless Mon3tr is deployed on the field. Kal’tsit can’t even gain SP for these Skills unless Mon3tr is alive!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Kal’tsit is an extremely unique unit. This is mostly a good thing, but it does mean she comes with some caveats to keep in mind. You want to keep Mon3tr in Kal’tsit’s range, since 0 DEF is a death sentence and Kal’tsit can’t use her stronger S2 or S3 without him. </span></span></span></span></span></span><span><span><span><strong><span><span>Command: Meltdown</span></span></strong></span></span></span><span><span><span><span><span><span> is a terrific source of Pure damage, but it’s not without risk: the ATK buff decays over time, and if Mon3tr doesn’t kill at least one enemy while </span></span></span></span></span></span><span><span><span><strong><span><span>Command: Meltdown</span></span></strong></span></span></span><span><span><span><span><span><span> is active, he will lose 50% of his max HP when the Skill ends. Like having 0 DEF, this is usually asking for trouble.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Remember that Mon3tr isn’t the only part of this character, either. Kal’tsit has to be deployed before Mon3tr can be placed, and Mon3tr disappears if she dies. Also, Mon3tr also costs DP and a deployment slot separate from Kal’tsit, taking up extra space on the field. Kal’tsit isn’t much of a healer, either, between her low ATK and her focus on healing Mon3tr and herself before other targets (even if other allies are more injured). In keeping with what we’ve seen in the story, Kal’tsit expects everyone else to work around her decisions. But as we’ve also seen, Kal’tsit gets away with this because it works: between </span></span></span></span></span></span><span><span><span><strong><span><span>Command: Tactical Coordination</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Command: Meltdown</span></span></strong></span></span></span><span><span><span><span><span><span>, she and Mon3tr are such strong additions to a squad that no weakness outweighs her awe-inspiring contributions.</span></span></span></span></span></span></p> |
S |
Explanation
Summary<span style="color:green;">+ Talent: When an enemy dies within attack range, recover SP to self and one random ally within attack range. SP recharging characters are rare and very useful<br> + S1: Great burst healing<br> + S2: One of two big ATK buffers in the game, enables OP characters to become even more OP<br></span> <span style="color:red;">- Requires careful placement to maximize Talent and S2 </span>Overview<p dir="ltr"><em>“Can I control my feeding urges, you ask? You really underestimate me! I'm a trained professional, you know. Of course I can tell apart patients and food!"</em></p> <p>A petite vampire and a senior figure in Rhodes Island leadership, Warfarin is an accomplished doctor and a <strong>single-target Medic</strong> who specializes in providing <strong>Support</strong> to her allies. Her<strong> Blood Sample Recycle</strong> Talent, despite sounding like a great way to get a communicable disease, restores Skill Points to herself and a random ally within range whenever an enemy is killed nearby. This can be a powerful support tool, and the range restrictions and randomness can at times be mitigated with smart unit placement. Keep in mind the Talent does not affect cooldowns, nor is it as useful for “timed use” or burst skills with high Initial SP.</p> <p>Warfarin’s Skills reflect her dual nature as doctor and bloodsucker. Her first Skill, <strong>Emergency Triage</strong>, increases her next heal by a percentage of the target’s max HP, making her ideal for healing frontline tanks and Defenders. If instead you prefer a sharp-toothed boost to Offensive power, her <strong>Unstable Plasma</strong> Skill significantly increases her own strength and that of a random ally within range at the cost of both Operators slowly losing HP during the buff’s duration. This is one of the strongest ATK-support buffs in the game</p> <p>Even without her Skills, Warfarin has one of the strongest heals of any Medic, and the way she can empower her allies pushes her over the top. However, Warfarin is not always the easiest unit to use because of the randomness of her targeting and the tricky conditions for her buffs. With proper battle strategy based around her needs, however, the fields will run red with the blood of your enemies.</p> |
A+ |
Explanation
Summary<span style="color:green;">+ Talent: Passively increases the DEF of allies within range<br> + S3: Operators can tank Physical Damage with ease (outside a certain future event)<br> + Enables Healing Defenders (which usually don't have large/any Defense boosts) to survive harder hitting enemies<br> + Prevents your Defenders from getting 1-shot by some bosses if you are under-leveled<br></span> <span style="color:red;">- As the team gets stronger and survivability becomes less of an issue, the other utility/support based healers become more appealing.<br> - DEF buffs don't help against Arts Damage.</span>Overview<p dir="ltr">“<em>In order to bring salvation to those in pain, one must be ready to make the ultimate sacrifice.</em>” </p> <p dir="ltr">This enigmatic Sarkaz healer has earned the admiration and respect of her fellow Operators for her empathy, dedication, and passion for the protection of life. Shining is a <strong>6★ single-target Medic</strong> who specializes in<strong> powerful healing</strong> and <strong>DEF support</strong>. </p> <p dir="ltr">Her Talent, <strong>Black Fiend's Protection,</strong> as well as her second and third Skill, all provide DEF buffs to her allies. <strong>Auto-Protect</strong> places a temporary shield on Shining’s healing target, increasing the Operator’s DEF and absorbing damage for a short time. The Skill also holds multiple charges as it levels, so Shining can build charges of <strong>Auto-Protect</strong> between enemy waves to blunt the next wave's initial assault. Her third Skill, <strong>Creed Field</strong>, greatly increases the DEF of allies in her range for a considerable amount of time. This Skill can be used quickly after deployment, has a long duration, and provides a considerable boost to healing strength, making it a great burst option for emergency situations or when fighting bosses. If the Doctor wants to use Shining in a non-DEF situation, her first Skill, <strong>Creed</strong>, significantly increases her healing power and gives her a small speed bonus.</p> <p dir="ltr">Shining is a premier tank healer, and her DEF-enhancing support is great against most enemies in the game. Combined with her ability to quickly throw out very large heals, she excels at keeping frontline Operators alive. Her amazing abilities come at a cost, though--specifically, her DP cost, which is quite high. It should also be noted that Shining’s DEF buffs do nothing against enemies who deal Arts damage. Despite this, having Skills for both sustained and burst healing makes Shining a great Medic in any mission. Invest in this Sarkaz healer, and she will absolutely <em>shine </em>on the battlefield.</p>
Explanation
Summary<span style="color:green;">+ Talent: Increased healing received for Operators with 10 or less DP cost<br> + S2: Extremely powerful ST healing<br></span> <span style="color:red;"> - S2: can only be used twice, a disadvantage for longer stages<br> - Squishier than her equal rarity counterparts.</span>Overview<p><em>"Who designed this meal plan? It's simply horrifying!"</em></p> <p><span><span><span><span><span><span>A medical student from Syracuse, Sussurro became infected with Oripathy after she volunteered to work with Infected patients at the local hospital. This short-statured Vulpes has been searching for meaning in her life; she may be able to find it with Rhodes Island, where she now works as a </span></span></span></span></span></span><span><span><span><strong><span><span>4★ ST Medic</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Sussurro goes out of her way to protect the small and meek. Her Talent, <strong>Minimally Invasive Surgery</strong>, grants bonus healing to all Operators who cost 10 or less DP, making her a good choice for low-rarity strategies. This Talent really amps up the effect of her Skill 2, <strong>Deep Healing</strong>, which massively increases Sussurro’s ATK and ASPD, turning her into an extremely powerful healer. The Skill charges very quickly and has good duration, giving it amazing up-time, but has an interesting caveat: it can only be triggered twice per map, so you have to be careful about when you use it.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Because <strong>Deep Healing</strong> has limited uses, Sussurro isn’t a good healer for long, drawn-out maps like Annihilation Mode. In addition, her Talent only works on a small percentage of Operators in Arknights and has no effect on Operators outside of that narrow pool, so she has to be fielded with specific team comps to unleash her full potential. Sussurro’s ideal use case is certainly specific. However, if the Doctor chooses to build a team around Sussurro’s strengths, she can prove to be one of the strongest healers in the game.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Talent: Small Atk speed boost to all Medic Operators while she is deployed<br> + S2: Healing drones have the unique ability to provide AoE healing anywhere on the map with an open tile, don't count toward the deploy limit, and have a short cooldown<br></span> <span style="color:red;">- Drones cost DP to place and have a short duration.</span>Overview<p><em>"...Doctor, have you fallen asleep? All right. Leave the rest of the work to me." </em></p> <p>This quiet, sleepy-headed researcher may seem unreliable, but she is quite the versatile and focused worker when she sets her mind to something. Silence is an excellent<strong> single-target Healer</strong> that can greatly increase the healing versatility of any squad by providing an additional AoE healing option.</p> <p>Silence’s Talent, <strong>Booster Injection</strong>, increases the Attack Speed of all other Medics when she is placed, enabling faster healing that could be vital to saving a defensive line. However it is her second Skill, <strong>Medical Drone</strong>, that sets Silence apart from all other Healer Operators. This Skill allows her to place a <strong>Medical Drone</strong> for 5 DP on <strong>any open tile on the map</strong> to provide AoE healing for 10 seconds in a 3x3 tile radius. The Drone is untargetable, does not count toward the deploy limit, and heals for a significant amount for the duration that it is out. The versatility provided by this Skill is invaluable, and can open up many novel approaches for difficult missions or situations.</p> <p>Silence’s main weakness is that her Drones cost DP to place and only last 10 seconds, so they are not an complete replacement for a dedicated AoE Healer in missions or situations that require prolonged, continuous AoE healing (such as maps like AP-1 to AP-5 with the stage hazard, <strong>Poison Haze</strong>). That being said, the DP cost of her drones is fairly low, and will often not be an issue, especially later in stages. Versatility is Silence’s forte and she does this job efficiently and effectively. Her S2 opens up a wide array of options, making her a welcome addition to any squad composition.</p> |
A- |
Explanation
Summary<span style="color:green;">+ A medic with powerful bursts of healing or shielding<br> + Talent: After not healing for 4s, increases the healing amount of the next heal<br> + S1: A decent shield that can be useful to help squishier operators survive some burst damage like spider explosions.<br> + S2: This can heal for ridiculously high amounts, well over 2k in the right conditions. Its perfect for keeping allies alive when they aren't in danger of getting killed before they trigger the skills HP condition A good pairing with Surtr to give her extra time in S3 form.<br></span> <span style="color:red;">- S1: can only be used on operators that aren't at max HP so it often can't be used to preempt big damage on allies that aren't directly in the line of fire.<br></span>Overview<p><span><span><span><span><span><span>Tuye has been cheated! She’s using an umbrella to heal other Operators, but she’s classified as a ST Medic. Everyone knows that only Wide-Range Medics use umbrellas! Give Tuye the range her umbrella deserves!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Ahem. In more relevant news, Tuye is the brilliant mind behind an extensive trade and logistics company that transports goods across the world. Tuye was officially introduced to Rhodes Island sometime after the “</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/event-banner-hub/gavial-great-chief-returns-event-page"><span><span><span><span><span><span><span><span>Gavial the Great Chief Returns</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>” event, and by chance, the infirmary was understaffed that day. Despite lacking active experience in the medical field, Tuye quickly established herself as a knowledgeable </span></span></span><strong><span><span>5* ST Medic</span></span></strong></span></span></span><span><span><span><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>strong healing</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>shielding</span></span></strong></span></span></span><span><span><span><span><span><span> Skills.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Tuye built her logistical empire with patience and foresight, and she approaches battles in the same way. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Water Storage</span></span></strong></span></span></span><span><span><span><span><span><span>, powers up her next heal after Tuye has not acted for a certain duration. This Talent doesn’t do much for her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Aqua Loop</span></span></strong></span></span></span><span><span><span><span><span><span>, a manually activated Skill that adds a short-lived damage-absorbing shield onto her next heal. However, it’s a great Talent for her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Cardiac Stimulant</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases Tuye’s ATK but also prevents her from healing allies until they drop below half HP. This gives Tuye more time to charge up </span></span></span></span></span></span><span><span><span><strong><span><span>Water Storage</span></span></strong></span></span></span><span><span><span><span><span><span> and also means the extra healing is less likely to go to waste. </span></span></span></span></span></span><span><span><span><strong><span><span>Cardiac Stimulant</span></span></strong></span></span></span><span><span><span><span><span><span> also has another effect: if an ally within Tuye’s range drops below 20% HP, Tuye will immediately heal them for a massive amount of HP. This effect can be triggered up to three times, and as long as Tuye has charges of this emergency healing remaining, the “increased ATK and half-health limit” effects of </span></span></span></span></span></span><span><span><span><strong><span><span>Cardiac Stimulant</span></span></strong></span></span></span><span><span><span><span><span><span> will continue indefinitely.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>When you need emergency healing, Tuye is well suited for the job. Unfortunately, that’s about all she’s well suited for. The general preference is for Medics who can bring extra utility to the team even when healing isn’t necessary, and Tuye’s kit has no utility beyond the brief shield from </span></span></span></span></span></span><span><span><span><strong><span><span>Aqua Loop</span></span></strong></span></span></span><span><span><span><span><span><span>. There is also a surprisingly narrow window for Tuye’s kit to be truly effective. If enemies aren’t doing enough damage, then Tuye’s healing becomes excessive; on the other hand, if enemies are doing too </span></span></span></span></span></span><span><span><span><span><em><span>much</span></em></span></span></span></span><span><span><span><span><span><span> damage, then even Tuye’s healing won’t be able to keep up (since she has to take time to charge her Talent). It also doesn’t help that ST Medics are an important role to fill early on, so most Doctors will already have their preferred ST Medic raised before they even recruit Tuye. Of course, if you’re just starting out or if you’ve been unable to pull other 5* or 6* Medics, then Tuye’s strong healing can bring some much-needed relief to your squad.</span></span></span></span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Talent: Gain Status Resistance effect and take less damage from environmental hazards, making Folinic more viable in maps with with them<br> + S1: Increased range and ATK, short initial cooldown<br> + S2: Allows Folinic to damage enemies, while also increasing her healing potential<br> + Free Operator with Max Potential obtainable through the event shop<br></span> = Allows “Medic Only” runs of some stages, quite fun<br> <span style="color:red;">- S1 May require players to choose between utilizing the range extension or the healing boost if they are required at different times<br> - S2 Has low DPS compared to units dedicated to dealing damage<br> - S2 Prioritizes enemies which can result in insufficient healing to Operators who need it</span>Overview<p><em>"You also know that your previous environmental cleanliness evaluation scores weren’t very high, right? If you don’t turn things around, Doctor, you’ll be on the business end of the Rhodes Island sanitation crane. Phew, I’ll help you take care of these for now, so make sure you clean up the rest in your free time."</em></p> <p><span><span><span><span><span><span>"Folinic acid" is a medication that can help combat the effects of toxins, anemia, and even some cancers. Operator Folinic took this medication as her codename because it was the first answer she got wrong on a test when she was being taught medicine by Dr. Kal’tsit. Memories of her troubled past keep her awake at night unless she throws herself, heart and soul, into her work, and so her codename is a constant reminder of what she’s fighting for as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* ST Medic</span></span></strong></span></span></span><span><span><span><span><span><span> in Rhodes Island. And we do mean “fighting for”: Folinic is the first Medic in Arknights who can also </span></span></span></span></span></span><span><span><span><strong><span><span>attack enemies</span></span></strong></span></span></span><span><span><span><span><span><span>!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The first hint of Folinic’s steely will is her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Drug Inhibition Technique</span></span></strong></span></span></span><span><span><span><span><span><span>, which automatically gives her the Status Resistance buff. Once promoted to E2, it also reduces the damage Folinic takes from environmental effects like lava eruptions. Yes, that’s right: Folinic is so hardcore that a </span></span></span></span></span></span><span><span><span><span><em><span>volcano erupting</span></em></span></span></span></span><span><span><span><span><span><span> is not enough to distract her. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Max-Dosage Infusion</span></span></strong></span></span></span><span><span><span><span><span><span>, dramatically increases her attack range and ATK with good uptime, which is a huge boon for a healer. However, her Skill 2 is what makes her stand out: </span></span></span></span></span></span><span><span><span><strong><span><span>Compound Drug Shell</span></span></strong></span></span></span><span><span><span><span><span><span> turns Folinic’s regular heals into missiles that deal Arts damage to nearby enemies and heal nearby allies. She will prioritize attacking enemies, but will target friendlies if no enemies are in range.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Having a single Operator who can both attack and heal is pretty tempting, but Folinic isn’t without flaws. First off, her DP cost is very high. Secondly, her ATK is low, especially compared to Casters, so the damage she actually deals with </span></span></span></span></span></span><span><span><span><strong><span><span>Compound Drug Shell</span></span></strong></span></span></span><span><span><span><span><span><span> isn’t the most impressive. Finally, because </span></span></span></span></span></span><span><span><span><strong><span><span>Compound Drug Shell </span></span></strong></span></span></span><span><span><span><span><span><span>prioritizes enemies rather than allies, the Skill may ignore an ally that needs healing in favor of attacking an enemy in the other direction. On the other hand, having the </span></span></span></span></span></span><span><span><span><span><em><span>choice</span></em></span></span></span></span><span><span><span><span><span><span> to heal or damage opens Folinic up for strategies that most other Operators simply can’t match. If you like versatility in your Operator pool, Folinic might be just what the doctor ordered.</span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Talent: Heals all Operators on deploy<br> + S1 and S2: Can heal an additional target<br> + A decent mix of single target and multi-target healing<br></span> <span style="color:red;">- Long skill cooldowns</span>Overview<p><span><span><span><span><em><span>“Ms. Perfumer suggested that I add some spices into my herbs and now they taste much better! I'm so glad I managed to summon the courage to ask her for advice...”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Despite her mysterious background, Myrrh has displayed great skill with pharmaceuticals and a willingness to learn about new technologies during her time in Rhodes Island. Her abilities have led her to become a </span></span></span></span></span></span><span><span><span><strong><span><span>single-target</span></span></strong></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><strong><span><span>Medic </span></span></strong></span></span></span><span><span><span><span><span><span>whose</span></span></span></span></span></span><span><span><span><strong><span><span> </span></span></strong></span></span></span><span><span><span><span><span><span>Skills enable </span></span></span></span></span></span><span><span><span><strong><span><span>limited multi-target healing</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Myrrh’s two Skills look similar on the surface: both increase her healing strength and allow her to heal an extra target. However, her automatic </span></span></span></span></span></span><span><span><span><strong><span><span>Dual Healing</span></span></strong></span></span></span><span><span><span><span><span><span> Skill is more efficient over time, applying its effects regularly to her next heal. </span></span></span></span></span></span><span><span><span><strong><span><span>Medic Field</span></span></strong></span></span></span><span><span><span><span><span><span> is better suited to burst healing, being a manual Skill that grants its benefits for a certain duration. Even Myrrh’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>First Aid Kit</span></span></strong></span></span></span><span><span><span><span><span><span>, is a multi-target heal, causing Myrrh to heal </span></span></span></span></span></span><span><span><span><span><em><span>all </span></em></span></span></span></span><span><span><span><span><span><span>allies on the field when she is deployed. This can be used as a panic survival button or a strategic support tool, saving her squad from a tight situation.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Myrrh should not be considered a replacement for an AOE Medic, especially considering the long cooldown of her Skills. Instead, Myrrh is more of a “hybrid Medic,” combining the strength of single-target healing with the convenience of multi-target coverage. When a situation calls for her abilities, she is sure to spice up the battle.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;">+ Talent: Buffs other medics ATK(small) and DEF(huge) after deploy for 17s<br> + Skills have healing-over-time effects that can be decent if leveled.<br> + S2 is a mini AoE heal<br> + Can be purchased from the friend credit store<br> + A decent replacement for Hibiscus or Ansel<br></span> <span style="color:red;">- Her healing-over-time only becomes good when the target has less than 50% HP and the Skill is at a high level, otherwise it is pretty weak<br> - Her Skill cooldowns, especially on S2, are not good</span>Overview<p dir="ltr"><em>“A doctor and a soldier… one saves lives and one takes lives. People think we’re polar opposites, but to me we’re one and the same--both are mere sacrifices.”</em></p> <p dir="ltr">A generous spirit from a warrior tribe who chose to pursue medicine when she realized she had a rare talent for saving lives. Despite her rough-and-tumble attitude, Gavial is a <strong>single-target</strong> Medic who accents her HP restoration with <strong>healing over time</strong> capabilities.</p> <p dir="ltr">Gavial goes to great lengths to make sure her patients are taken care of. Her Talent, <strong>Battlefield Medic</strong>, increases the ATK and DEF of all other Medics on the field for a short time when Gavial is deployed. Both her Skills continue helping targets even after the initial treatment: <strong>Vitality Restoration</strong> is an automatic Skill that places a healing-over-time effect on Gavial’s target, and <strong>Vitality Restoration – Wide Range</strong> is an AoE manual Skill that applies healing-over-time to all allies within Gavial’s range. Both Skills have the added benefit of recovering more HP to allies who are below half health.</p> <p>This isn’t to say that Gavial has no weaknesses, however. Her slow healing-over-time buffs are great when an ally is taking a steady stream of incoming damage, but they aren’t as useful for countering burst damage. Furthermore, <strong>Vitality Restoration – Wide Range</strong> has a long cooldown, especially for the amount of healing it provides. This crocodilian healer isn’t ideal for all situations, but as an accessible Medic who performs well for her price point, Gavial is a worthy investment for just about any Doctor.</p> |
C+ |
Explanation
Summary<span style="color:green;">+ S1 gives him a unique extended range that can be useful on some maps<br> + Talent: Chance to heal an additional ally with each heal<br></span> <span style="color:red;">- The Talent proc rate is very low and unreliable</span>Overview<p><span><span><span><span><em><span>“Good grief... Doctor, you need to take care of yourself. Don't keep making us do it for you.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>A serious and responsible medical intern, Ansel is one of the few members of Rhodes Island who is not Infected. He cares for his allies with the strength of his medical knowledge alone, as a </span></span></span></span></span></span><span><span><span><strong><span><span>single-target Medic</span></span></strong></span></span></span><span><span><span><span><span><span> with a surprisingly unique kit and a charmingly androgynous appearance.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Ansel’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Additional Healing,</span></span></strong></span></span></span><span><span><span><span><span><span> grants a small chance to heal an extra ally, and though you can’t depend on it due to its random nature, a proc can give your team some breathing room in a fight. His Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Range Up</span></span></strong></span></span></span><span><span><span><span><span><span>, is more reliable: when activated, it increases Ansel’s healing power and (more importantly) his range. With </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Range Up</span></span></strong></span></span></span><span><span><span><span><span><span> active, Ansel can heal allies from halfway across the map.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Ansel’s emphasis on range makes him noteworthy even in comparison to higher-rarity Medics. Many players use Ansel for quite some time, and experienced Doctors can sustain some interesting formations with smart use of his Skill. Unfortunately, as a 3</span></span></span></span></span></span>★<span><span><span><span><span><span> Operator, Ansel lacks an E2 promotion, so his stats won’t keep up with the needs of high-end content. This does not detract from Ansel’s value as a budget Medic with useful abilities who is well worth investing in, especially early game. </span></span></span></span></span></span></p> <p> </p> |
C |
Explanation
Summary<span style="color:green;">+ Ignores Deploy Limit<br> + Burst heal to all Operators when deployed<br> + Great for maps with DP limitations or decreased deploy limit<br> + Great for annihilation maps where Operators are spread out<br></span> <span style="color:red;">- A strong breeze will kill this operator so she needs extra defensive positioning<br> - Long redeploy time</span>Overview<p><span><span><span><span><em><span>“You've worked hard. How would you like a cup of coffee, Doctor? I'd also like a sip of that coffee... but I can't... so I'll just have to be satisfied watching you enjoy yours.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>This medical A.I. can’t understand why humans seem to find her rounded design and her pessimistic attitude to be endearing qualities. As far as she’s concerned, her only usefulness is born from her role as Rhodes Island’s </span></span></span></span></span></span><span><span><span><strong><span><span>1★ Robot Medic</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Even if she is correct in her assessment, being a Robot Medic in Arknights is enough to give Lancet-2 several interesting and useful qualities. When deployed, Lancet-2 immediately uses her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Support Spray</span></span></strong></span></span></span><span><span><span><span><span><span>, which restores HP to all Operators on the battlefield. Since she has an extremely cheap DP cost and does not count toward the Deploy Limit, her Talent can provide emergency healing in </span></span></span></span></span></span><span><span><span><span><em><span>any</span></em></span></span></span></span><span><span><span><span><span><span> situation at a moment's notice. To make up for this, she has a very long redeployment time. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>After using her Talent, Lancet-2 begins dispensing small heals to allies in her attack range, like any other Medic. However, bear in mind that her stats are some of the worst in the game by an enormous margin. A single enemy attack will likely destroy her, and her abysmal ATK limits the impact of her healing. In some cases, you might prefer to retreat her and use her Talent again later in the fight. Either way, Lancet-2 brings more than enough utility to the field to be worth the negligible investment it takes to develop her.</span></span></span></span></span></span></p> <p> </p>
Explanation
Summary<span style="color:green;">+ Easy to obtain and maximize Potential<br> + Cheap to develop and deploy<br></span> <span style="color:red;">- Doesn't do anything unique</span>Overview<p><span><span><span><span><em><span>“Isn't it lonely to cook all by yourself? Let me help you out! Oh yeah, let's get Lava in here too!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Hibiscus is in charge of health management and nutrition at Rhodes Island, and it doesn’t take long for new Operators to learn to run away when she starts pulling out her special twelve-vegetable salads and sustained-release medicines. Her obsession with healthy, natural living even extends to her methods of healing: Hibiscus actually tries not to use her Originium Arts on her patients, preferring to prescribe herbal tinctures and science-proven drugs. However, when her allies need her, she pulls out her Originium staff and wields her Arts on the battlefield as a </span></span></span></span></span></span><span><span><span><strong><span><span>3* ST Medic</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Hibiscus is the bread-and-butter healer for many new Doctors. Her unimpressive base stats are buoyed by her </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Up</span></span></strong></span></span></span><span><span><span><span><span><span> Talent and her </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Up α</span></span></strong></span></span></span><span><span><span><span><span><span> Skill (noticing a pattern with the names there?), both of which increase her ATK so she can output more healing. She’s comparatively cheap to raise and to deploy, and the burst healing generated by </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Up α </span></span></strong></span></span></span><span><span><span><span><span><span>can be crucial to surviving a nasty enemy wave.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Hibiscus is a very serviceable healer, but many Medics in Arknights also bring powerful forms of utility to their team, such as damage mitigation, offensive buffs, or unique healing ranges. Not only does Hibiscus lack such an advantage, but she is also unable to E2-promote, which limits her overall growth potential. That being said, a Medic’s primary job is to heal, and in the early game, Hibiscus delivers on this job admirably. Her battlefield duties should eventually be replaced by more combat-ready Operators, but reliable Hibiscus is always there for you in case you need her.</span></span></span></span></span></span></p> <p> </p> |
Medic Wandering Medic
S+ |
Explanation
Summary<span style="color:green;">+ Very strong healer for both regular healing and elemental healing.<br> + Wandering Medic default range is huge already which adds a lot of flexibility in deployment.<br> + She is quite overtuned, meaning expensive Masteries are less essential than they are with other 6★s.<br> + S1: Set and forget! Extremely strong healing with no player input required. Can heal elemental damage off of normally unhealable allies such as Reapers, Musha, and Juggernauts.<br> + S2: Even at SL7, the barrier is more than almost any enemy in the game can overcome.<br> + S3: Global range. Can straight up outheal most regular damage and elemental damage in the game for a long duration.<br></span> <span style="color:red;">- A long wind-up on S1 and a long down-time on S3 can lead to potential gaps in her coverage on some maps.<br> - S2 is her only mid-charge skill and it lacks the regular healing punch of her other skills.<br> - Arknights is a DPS-centric game. As good as Eyjafjalla the Hvít Aska is, the best support units still tend to lag behind the best DPS units in terms of overall roster impact.</span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Satsuma</p> <p> </p> <p>"Professor, I'm back. These are souvenirs for you. I'll give them to Dr. Kal'tsit and Amiya later. I got a lot of new data and specimens from the eruption of Siesta's volcano. Does Professor want to come and have a look?"</p> <p>------------------------------------------------</p> <p>Upon returning from the trip to Siesta this time, Eyjafjalla put on a protective coat that was a little too big for her, made of a quite old material, and even had a lot of signs of wear and tear on it.</p> <p>While at work she would carefully tuck away the coat to keep it free of dust, but she would always wear it on field trips to the volcano, regardless of whether dust or hot debris would stain it and she would refuse to wear any other clothes.</p> <p>"Why such a worn-out protective coat? Why do you have to wear it when you climb the volcano?" her fellow scholars finally couldn't help asking such a question.</p> <p>Eyjafjalla caressed a yellow burn mark on the cuff, and a few sporadic tears newly added in this investigation:</p> <p>"This coat is very important to me and I want it to accompany me on every volcano expedition.</p> <p>"I thought it was a good decision to bring it back. I'll wear it and climb more volcanoes until I reach Una.</p> <p>"... Because, this is my mother's old protective coat. Wearing it now, it doesn't feel too big anymore."</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://twitter.com/Anmi_">Anmi</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/16135/Risa_Taneda">Risa Taneda</a></p> <p>------------------------------------------------</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★ [Limited]</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Wandering-Medic##null##cn##stats">Medic [Wandering]</a></p> <p dir="ltr"><strong>Alter: </strong>Eyjafjalla</p> <p><strong>Trait:</strong> Restores the HP of allied units and recovers Elemental Damage by 50% of ATK (can recover Elemental Damage of unhurt allied units)</p> <p><strong>Talent 1:</strong> Normal healing grants a healing effect to the target for several seconds, recovering a certain amount of HP and Elemental Damage every second (has stack limit)</p> <p><strong>Talent 2:</strong> Allies within Attack Range gain increased Max HP and receive reduced Elemental Damage</p> <p><strong>Skill 1:</strong> Increase ATK, every heal targets an additional unit. All allies within Attack Range recover a certain amount of Elemental Damage every second Infinite duration</p> <p><strong>Skill 2:</strong> Immediately heal all allies within Attack Range and generate an area damage shield that lasts for several seconds, absorbing a certain amount of Elemental Damage for allies within</p> <p><strong>Skill 3:</strong> Attack Range expands to the entire battlefield. Heals change to multiple heals, each recovering a certain amount of HP and Elemental Damage and prioritizing different targets. Increase effect of Talent 2</p> |
A+ |
Explanation
Summary<span style="color:green;">+ Powerful Wandering Medic focused on controlling the Elemental damage of multiple Operators at once.<br> + Wider range than regular medics, can be deployed on faraway tiles and still reach your Operators.<br> + Lowest DP cost amongst all Medic archetypes.<br> + S1: Very powerful Elemental heal for two Operators with massive uptime. Can keep Operators regenerating Elemental damage constantly.<br> + S2: Can very easily keep Elemental damage in check thanks to targeting 3 Operators at a time. <br></span> <span style="color:red;">- Extremely low Attack stat. Struggles to keep Operators healthy.<br> - Talent: Very poor survivabiliy boost to ranged Operators within her range.<br> - S1: Provides very small continuous HP healing even if she's constantly targeting two Operators. Poor Medic replacement.<br> - S2: Heavy downtime and weak healing. Will keep Elemental damage at bay, but at the cost of needing another Medic in the squad.</span>Overview<p><span><span><span><span><span><span>Honeyberry chose her codename for a very good reason: she’s a sugar fanatic. Her pet project at Rhodes Island is the “Snack Regulation Relaxation Party” program, where she attempts to improve the mental health of fellow Operators by shoving sugary treats in their face. She has not been able to convince her superiors that this is a legitimate psychological treatment, but at least she’s been certified as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Wandering Medic</span></span></strong></span></span></span><span><span><span><span><span><span> who </span></span></span></span></span></span><span><span><span><strong><span><span>buffs the max HP</span></span></strong></span></span></span><span><span><span><span><span><span> of her allies, </span></span></span></span></span></span><span><span><span><strong><span><span>removes Elemental Damage from multiple targets</span></span></strong></span></span></span><span><span><span><span><span><span> at once, and </span></span></span></span></span></span><span><span><span><strong><span><span>heals off Elemental Damage over time</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>If you remember Neural Impairment damage from the Under Tides event, that was the first instance of Elemental Damage in Arknights (but not the last). Broadly speaking, it’s special damage dealt by an enemy or terrain type that fills a small gauge under your Operators. When the gauge hits a certain amount, negative effects are inflicted on the affected Operator based on the kind of Elemental Damage dealt. Wandering Medics are built to counteract this damage, and Honeyberry is a textbook example of the archetype.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Honeyberry’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Collective Consciousness</span></span></strong></span></span></span><span><span><span><span><span><span>, increases the max HP of ranged Operators within her attack range. Any buff is better than no buff, but this doesn’t specifically help with Elemental Damage and typically won’t be noticeable. Her Skills are where the Elemental Damage gets taken care of: her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Spiritual Care</span></span></strong></span></span></span><span><span><span><span><span><span>, causes her next heal to target multiple allies and apply a sort of “Elemental Damage regen” effect, healing off more Elemental Damage for the next few seconds. Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Rouse</span></span></strong></span></span></span><span><span><span><span><span><span>, is a manual Skill that increases Honeyberry’s ATK and causes her heals to affect multiple allies with the highest Elemental Damage taken for the duration. In essence, it turns Honeyberry into an AoE Wandering Medic.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Wandering Medics as an archetype have very low ATK, making Honeyberry a very weak healer in terms of HP per second. Since almost all of her utility is tied to countering Elemental Damage, this poor healing makes Honeyberry a bad Medic choice for maps where Elemental Damage is not a concern. That being said, when Elemental Damage IS a concern, Honeyberry becomes a </span></span></span></span></span></span><span><span><span><span><em><span>berry</span></em></span></span></span></span><span><span><span><span><span><span> good Operator indeed, combining an affordable DP cost and a wide healing range with AoE anti-Elemental Damage capabilities. While she may need some help to cover your team’s healing needs, she’s a very capable counter to the Elemental Damage mechanic. Not bad for an accessible Operator from the Red Cert shop!</span></span></span></span></span></span></p> <p> </p>
Explanation
Summary<span style="color:green;">+ The first Wandering medic: heals Elemental damage as well as HP<br> + Talent: Grants a small boost to Medic operators when deployed with another Medic<br> + A Wandering Medic can make some maps with troublsome Elemental damage much easier<br> + Much wider attack range than normal Medics.<br> + S1: Good boost of healing with a small SP cost and holds charges. Good for general content where you take consistent or small bursts of elemental damage. Good HPS.<br> + S2: Reduces elemental damage received and increases ASPD substantially. Good against bosses that deal elemental damage or high elemental burst periods.<br></span> = The tradeoff for bigger range and elemental healing is generally weaker healing than a regular medic, especially outside of skills.<br> <span style="color:red;">- S2: high SP cost, long cooldown </span>Overview<p><span><span><span><span><span><span>Mulberry is actually a member of a Catastrophe rescue organization who is on loan to Rhodes Island as part of a human resources exchange program. Being a shy, timid introvert, Mulberry had trouble fitting in with Rhodes Island at first. However, when Operators from Yan County coaxed her to open up, they found that Mulberry is capable of holding her own when she needs to. After all, a coward wouldn’t be able to rescue civilians during the chaos of a Catastrophe. Nor would a coward be able to stand her ground as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Wandering Medic</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>healing HP</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>recovering Elemental Damage</span></span></strong></span></span></span><span><span><span><span><span><span> for allies within her </span></span></span></span></span></span><span><span><span><strong><span><span>large attack range</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Elemental Damage is a special kind of damage gauge that isn’t present on all maps. Some enemies/ terrain deal Elemental Damage, and when an Operator has taken a certain amount of it, negative effects are inflicted depending on the kind of Elemental Damage being received. (Examples are Neural Impairment from the Under Tides event or Erosion from the Dossoles Holiday event.) Because of her Trait as a Wandering Medic, Mulberry’s actions reduce the amount of Elemental Damage that an Operator has suffered. She can even use her action to “heal” Elemental Damage on an ally that is at full HP.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>You can tell Mulberry is used to working in a group because of her </span></span></span></span></span></span><span><span><span><strong><span><span>Helper</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which increases the ATK of all allied Medics if there is at least one other Medic deployed other than Mulberry. Since Mulberry’s ATK influences the amount of Elemental Damage she can remove, this can be helpful when Elemental Damage is a big concern. Her Skills are even more helpful in this regard, as you might expect. </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Mists</span></span></strong></span></span></span><span><span><span><span><span><span>, her S1, holds multiple charges and dramatically increases the healing (both HP and Elemental Damage) of Mulberry’s next action. This Skill’s short charge time actually results in pretty good HPS, making Mulberry a viable general-purpose healer despite her low base ATK. If you prefer preventative care, there’s her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Safe Zone</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill greatly reduces Mulberry’s attack interval and causes her healing to prioritize the ally in range with the highest Elemental Damage taken. It also reduces the amount of Elemental Damage that </span></span></span></span></span></span><span><span><span><span><em><span>all </span></em></span></span></span></span><span><span><span><span><span><span>allies in range take for the Skill’s duration, making it a great counter to particularly dangerous periods of incoming Elemental damage.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Wandering Medics are a useful archetype, but there are some flies in the ointment here. Most obviously, almost all of Mulberry’s utility is wasted on maps where Elemental Damage is not a concern. Also, Wandering Medics have ATK on par with an AoE Medic, but only heal one target at a time, so without Skills active, their healing can be quite low. On the other hand, Wandering Medics have an affordable DP cost and a wide attack range that can allow them to heal some formations that other Medics cannot. And of course, any time that your Operators are threatened by Elemental Damage, Mulberry is in </span></span></span></span></span></span><span><span><span><span><em><span>her</span></em></span></span></span></span><span><span><span><span><span><span> element, with exactly the tools for the job to get everybody to safety.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;">+ A generally strong Archetype because the Range and Elemental Healing are both very valuable. <br> + Can be useful early game with small investment.<br></span> <span style="color:red;">- Very weak skills means he has no long term value.<br> - S2: Range limitation often hurts more than it helps.<br> - S1: Low impact skill that requires lots of micromanagement.<br> - Despite higher costs, Honeyberry is available to everyone in the red cert shop and is significantly better.<br></span>Overview<p><span><span><span>Chestnut may look like a Pokemon trainer, but instead of small combat monsters, his focus is collecting gemstones. He works at Rhodes Island as a gemologist and crystal therapist, using his Originium Arts to bring out the natural healing powers of his crystal collection and soothe wounds both physical and psychological. Chestnut is quite the unique addition to the Arknights cast: he’s the first male 4* Medic, the first Durin Medic, and the first <strong>4* Wandering Medic</strong>, able to heal Elemental Damage as well as regular HP damage, much like his predecessors Mulberry and Honeyberry.</span></span></span></p> <p><span><span><span>His <strong>Down to Earth</strong> Talent is simple but extremely appropriate to his geology-focused background—it increases the amount of Elemental Damage that Chestnut heals to ground-deployed Operators. His S1, <strong>Tiny Stockpile</strong>, greatly increases the Elemental Damage recovery of his next heal and can hold multiple charges, which can result in a surprising amount of burst-Elemental-healing for a single target. Similarly single-target-focused but for a longer period of time is his S2, <strong>Earthen Surge</strong>. This Skill changes Chestnut’s healing range to a straight line in front of him, but it greatly increases his ASPD and causes his healing and Elemental recovery to ramp up over time if he is consistently healing the same unit. <strong>Earthen Surge</strong> is geared towards healing a single tank unit deployed directly in front of Chestnut, while <strong>Tiny Stockpile</strong> is preferable for dispensing spot heals over a wider area.</span></span></span></p> <p><span><span><span>Chestnut’s kit is fun and thematic, but it can’t exactly be called flawless. His Skills have uncomfortably high SP costs (especially <strong>Earthen Surge</strong>), and while Chestnut can heal a fair amount of Elemental Damage, it can be difficult for him to output respectable HP healing. <strong>Tiny Stockpile</strong> doesn’t increase his HP healing at all, and <strong>Earthen Surge</strong>’s SP cost and ramp-up time are both so high that it cannot be used with any frequency. <strong>Earthen Surge </strong>also has the downside of greatly reducing Chestnut’s healing range, which is one of the primary strengths of the Wandering Medic archetype. While the range reduction does help <strong>Earthen Surge</strong> ramp up in the way it’s intended to do, the Skill’s design pushes Chestnut to heal <em>only</em> one target for the duration (and the duration isn’t even that long). This can be problematic, as Elemental Damage is often spread across multiple units or even your entire team, rather than being focused on just one target. The biggest problem for Chestnut, however, is his competition. 5* Wandering Medic Honeyberry is easily available in the Red Certificate store at the time of writing, giving players access to a guaranteed non-gacha Wandering Medic who provides more reliable Elemental Healing across her entire healing range.</span></span></span></p> <p><span><span><span>There is potential to use Chestnut as a supplement to another, stronger Medic, Wandering or otherwise. He does best when focusing on a single ground-deployed target (even with S1), so if you’re able to funnel most of the Elemental Damage on a map into a single Defender on a chokepoint, Chestnut can focus entirely on that one Defender while another Medic handles healing for the rest of your squad. It’s hard to argue that Chestnut is an especially powerful Medic, but you certainly can’t argue that he’s a dedicated one!</span></span></span></p> |
Medic Wide-Range / Therapist
S- |
Explanation
Summary<span style="color:green;">+ A welfare therapist medic that provides a much needed counter to abnormal status effects.<br> + Talent: Grants Status Resistance on allies that he heals.<br> + Immediately heals allies affected by abnormal status, which can be great against status effects that deal a burst of damage.<br> + Powerful single target healing that is effective even in general use.<br> + S2: Active skill that can cleanse and heal up to 3 allies at once.<br> + S3: The bread and butter option for Lumen, grants up to 8 charges which can cleanse and heal allies. Maintains the attack boosts as long as you don't use up all the charges.<br></span> <span style="color:red;">- S2: Long sp charge time for a one use heal skill, requires overcharge for cleanse.<br><br> </span>Overview<p><span><span><span><em>“Skadi, Gladiia, and Specter... I never thought a day would come when I would stand on the same side as those Ægir greats; I mean, I barely know anything about the Ægir... Huh? You're putting me on the same team as them? Please, have mercy on me...”</em></span></span></span></p> <p><span><span><span>Lumen is a shy, innocent young man who puts his all into taking care of the people around him. In his homeland of Gran Faro, he worked at the local church, where he cared for the sick and elderly. After the dramatic events of Stultifera Navis, he is now putting his energy into Rhodes Island as a <strong>6* Therapist Medic</strong> who directly <strong>counters status ailments</strong>.</span></span></span></p> <p><span><span><span>The most immediately noticeable aspect of Therapist Medics is their wide healing range, and Lumen puts this range to good use with his many quick-reacting abilities. His E2 Talent, <strong>Quick Fix</strong>, immediately heals any ally in his range that receives a status ailment, and this healing also triggers his E1 Talent, <strong>An Everyman’s Wish</strong>, which grants Status Resistance to any ally Lumen heals. This paradigm is further bolstered by his Skills, specifically his S3. His S1 (<strong>In Drizzle, Privation</strong>) creates an AoE zone of healing over time and his S2 (<strong>In Downpour, Grace</strong>) is a multi-target heal that can be Charged up to immediately cure ailments, but his S3 literally and figuratively blows these other options out of the water. <strong>This Lantern Undying</strong> is the ultimate anti-status-effect measure. It’s a slow-charging, ammo-based Skill, and while it’s active, Lumen gains bonus ATK and ASPD. If he heals an ally who is suffering from an ailment, one ammo is expended to massively increase the power of that heal and also cleanse the ailment from the affected ally. Coupled with <strong>Quick Fix </strong>and <strong>An Everyman’s Wish</strong>, this pours a huge amount of healing into the targeted ally, removes even the nastiest Stun or Freeze effects, and also leaves Status Resistance behind just in case.</span></span></span></p> <p><span><span><span>One of the big issues with a lot of Therapist Medics is how much of their power is tied up with countering status ailments. This typically leaves them less able to contribute on maps where there are no ailments to worry about, and since ailments are semi-rare (albeit very dangerous when they do show up), this makes a lot of Therapist Medics more niche than you might expect. Lumen is one of the few who works around this issue. <strong>This Lantern Undying’s</strong> bonus stats (especially the ASPD) make Lumen a very talented healer who can heal quickly and responsively across a wide area… because if he never uses his ammo to cure ailments, <strong>This Lantern Undying’s</strong> bonuses are functionally permanent on him. While “pure healing” units are usually less ideal than units who can bring both healing <em>and</em> offensive utility to the table, Lumen is an excellent choice for a “pure healer” while also boasting the added functionality to counter ailments whenever they arise. Don’t let Lumen talk down about himself on your watch—he’s an excellent Medic indeed.</span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Talent: Grants HP regen to targets in her Attack Range that have the Status Resistance buff (can heal Enmity and summons)<br> + Great when paired with operators that have Status Resistance built into their kits since they will activate her Talent.<br> + S1: Heals two targets with increased healing and grants Status Resistance. it's good if you can't wait for S2 to activate.<br> + S2: A good source of Status Resistance as she can grant it on every heal. Infinite duration with good consistent healing. <br></span> <span style="color:red;">- S2: takes quite a long time to charge, and until activation she is not a very strong healer.<br> - Typical archetypal drawbacks of lower base healing output than ST Medics and relatively high DP Cost</span>Overview<p><span><span><span><span><em><span>“All memories will eventually turn to foam and float away. No matter if it’s painful or joyful, the past that I don’t want to forget will always quietly escape from me.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Whisperain avoids being around large groups of people due to her physiology: she is a rare species of Aegir that can “rejuvenate” the physical body when badly injured, but at the expense of their memories. Because she is afraid her eventual memory loss will hurt those who get to know her, Whisperain has made it clear that her participation in Rhodes Island (as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Wide-Range-Medic##null##cn##stats"><span><span><span><strong><span><span><span><span>Wide-Range Medic</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> specializing in </span></span></span></span></span></span><span><span><span><strong><span><span>status resistance</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>healing over time</span></span></strong></span></span></span><span><span><span><span><span><span>) will only be temporary. But can this lonely physician really tear herself away from a place where she is being welcomed and relied upon? Only time will tell.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Doctors who have acquired Whisperain’s assistance should first be aware of her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Tower of Life</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes all allies within Whisperain’s wide attack range to recover HP over time (based on Whisperain’s ATK) as long as they have the </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Status-Resist-Buff##stats"><span><span><span><span><span><span><span><span>Status Resistance </span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>buff (which reduces the duration of the Stun, Cold, and Freeze effects). And wouldn’t you know it: both of Whisperain’s Skills grant the Status Resistance buff! Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Oriented Diagnosis</span></span></strong></span></span></span><span><span><span><span><span><span>, is a quick-charging auto Skill that causes Whisperain’s next heal to target an additional ally, restore more HP, and grant the Status Resistance buff to its recipients. This is perfect for short battles or situations where you need Status Resistance early in a fight. If you can wait a while longer, though, you can use her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Pain Suppression</span></span></strong></span></span></span><span><span><span><span><span><span>, which is a high-SP, permanent-duration Skill. Once it triggers, Whisperain’s attack interval is reduced, the healing from her Talent is increased, and </span></span></span></span></span></span><span><span><span><span><em><span>every</span></em></span></span></span></span><span><span><span><span><span><span> heal she delivers will grant Status Resistance.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The Status Resistance buff can be very valuable. It is a massive boon on stages with ice Originium Slugs or Originium Ice Crystals, since it can save your Operators from being frozen or being cut down by Yeti Icecleavers. Status Resistance is also awesome when using Operators who self-Stun, such as Specter or Broca; the buff reduces the duration of the self-Stun, making these Operators safer to use. Furthermore, Whisperain’s Talent still procs on Status Resistance that she didn’t grant. Combine her with Operators who cause it themselves (i.e., Blaze) or other Medics with the buff (i.e., Ceylon) and you can get a lot of extra healing for your team! All of this together, plus her wide healing range and the other buffs from her Skills, makes Whisperain a particularly versatile and useful Medic.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That being said, Wide-Range Medics suffer from low ATK (meaning weaker heals) and high DP cost, and their heals are less effective on allies at the edge of their range. Her low base ATK hampers the effect of Whisperain’s Talent as well as her direct heals, and the long charge time for her S2 has to be considered. In addition, Status Resistance is not useful on all stages or with all team compositions, yet this situational buff is the only utility Whisperain brings to the table. In situations where you aren’t getting value from the buff, Whisperain might not be the best Medic to be using.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>None of this should hold you back from considering Whisperain for your squad, however. Her combination of direct healing with healing over time is quite potent; her healing range can cover spots that other Medics cannot; and her Status Resistance is extremely consistent, making her one of the most reliable sources of the buff. Don’t let this delicate creature fade into the darkness; allow her to shine in her pursuit of helping others.</span></span></span></span></span></span></p> <p dir="ltr"> </p>
Explanation
Summary<span style="color:green;">+ Talent: Heals grant the target Status Resistance<br> + S1: Strong manually triggered burst heal<br> + Great source of Status Resistance for allies, as it is not tied to a Skill or have other restriction<br></span> = S2: has a very high healing amount during its duration, but the RNG can make it unreliable if many Operators are in range<br> = Archetype: Larger Healing Area, but healing reduced to 70% when healing distant targets<br> <span style="color:red;">- Her Status Resistance buff has a rather short duration, so it can drop off easily, especially at lower promotion levels.<br> - Currently only obtainable through recruitment, making raising her Potential somewhat difficult.<br> - Typical archetypal drawbacks of lower base healing output than ST Medics and relatively high DP Cost</span>Overview<p><span><span><span><span><span><span>People are quick to dismiss Purestream as too young and naïve to know what she’s talking about, but those people do her a disservice. When her hometown’s water supply was polluted, only Purestream’s tireless research and hard work was able to save her people, and it has given her a perspective and a determination that cannot be stopped. Because Rhodes Island helped implement her purification strategy, she now works for them as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Wide-Range Medic</span></span></strong></span></span></span><span><span><span><span><span><span>, using </span></span></span></span></span></span><span><span><span><strong><span><span>AoE healing</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Status Resistance</span></span></strong></span></span></span><span><span><span><span><span><span> to keep her allies as clean and healthy as… well, as a “pure stream” of water.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>A special note: Purestream was initially only available through a special “Purestream Pack” in the Store, as part of a charity collaboration. In CN, she was eventually added to Recruitment; this has not yet happened in Global but is likely to be the case in the future.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Purestream’s E1 Talent is </span></span></span></span></span></span><span><span><span><strong><span><span>Rapid Restoration</span></span></strong></span></span></span><span><span><span><span><span><span>, which adds a short-duration Status Resistance buff (halves duration of Stun, Chill, and Freeze) to her heals. This is particularly nice because, as a Wide-Range Medic, Purestream’s heals are less effective on allies on the edge of her range. The Resist buff adds a bit of utility to all of her heals, even the weakened ones, and Purestream can apply this buff to multiple targets using her Skills. Skill 1 is </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Waves</span></span></strong></span></span></span><span><span><span><span><span><span>, which immediately grants a large heal to all allies in Purestream’s range, and Skill 2 is </span></span></span></span></span></span><span><span><span><strong><span><span>Lifespring</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes Purestream to heal random targets within her range at decreased power but with </span></span></span></span></span></span><span><span><span><span><em><span>greatly</span></em></span></span></span></span><span><span><span><span><span><span> increased speed. </span></span></span></span></span></span><span><span><span><strong><span><span>Healing Waves</span></span></strong></span></span></span><span><span><span><span><span><span> is usually the better choice for consistent healing, but </span></span></span></span></span></span><span><span><span><strong><span><span>Lifespring</span></span></strong></span></span></span><span><span><span><span><span><span> can proc the Status Resistance buff more often throughout its duration, causing ailments to slide right off your team like water off a porpoise’s back.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Purestream’s stats are fairly unimpressive, leading to weaker healing output on top of the reduced healing to distant targets from her Trait, and being a Wide-Range Medic comes with a higher DP cost than most Medics. In situations where her Status Resistance buff is not needed, she can be a less-than-ideal choice for a primary Medic. However, she’s always an excellent back-up Medic due to her huge healing range and the strong effects of her Skills, and she shines like sun glitter on the ocean when she can leverage her Status Resistance buff to protect her friends. Protect our environment with your donation, and protect your Operators with Purestream. Everybody wins!</span></span></span></span></span></span></p> <p> </p> |
C+ |
Explanation
Summary<span style="color:green;">+ Trait: Larger Healing Range, ATK reduced to 70% when healing distant targets<br> + Talent: Increased ATK, with much larger increase when the stage has water grids<br> + A decent source of the rare [Resist] effect, which becomes a little more useful in Chapter 6<br> + S2: Decent duration if leveled<br></span> <span style="color:red;">- Outside of the Summer Event, water grids are non-existent.<br> - [Resist] effect has a pretty niche use, so it is difficult to justify heavy investment<br> - High DP Cost and Low ATK compared to typical ST Medics</span>Overview<p><em>"If I could find a cure for Schwarz, wouldn't that mean I could cure other infected too? Worry not, Doctor, I'm not that selfish. But please also know that Schwarz is dearest to my heart."</em></p> <p><span><span><span><span><span><span>Ceylon prefers to go by “Miss” instead of “Professor” in order to avoid giving people the wrong impression of her work and status. However, there’s no mistaking her presence on the battlefield, where she acts as a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★ <span><span><span><strong><span><span>Wide-Range </span></span></strong><span><span><span><strong>Medic </strong>with an emphasis on </span></span></span><strong><span><span>Water stages</span></span></strong><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Debuff mitigation</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Wide-Range Medics are single-target healers who have a much larger range than a typical ST Medic. However, their healing becomes weaker when targeting distant allies. Ceylon works around this limitation with her Talent, <strong>Lake Walker</strong> – an ATK boost that is multiplied when there are Water tiles on the map – and her automatic Skill 1, <strong>Concentrated Hydrotherapy</strong>, which enhances her next heal and removes the distance penalty. However, her most impressive ability is her Skill 2, <strong>Water Blessing</strong>. This increases her ATK, allows her to heal 2 allies at a time, and gives all allies within range a rare buff that halves the duration of Stun, Chill, and Freeze, making it difficult for enemies to incapacitate your Operators (Annihilation 3, anyone?!)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As much as she might prefer otherwise, Ceylon is not perfect. While her increased range gives her opportunities that other Medics may lack, the conditionals on the rest of her kit limit her in other ways. Her stats (especially ATK) are noticeably lower than other ST Medics; her DP cost is quite high; the penalty she gets from distance healing can be a problem; and maps with water tiles are non-existent right now outside of Summer Events, hampering her Talent. If you’re counting on her Skill 2 to make up for her weaknesses, take a look at that SP cost. You won’t be using that Skill more than once in most battles – twice if you’re lucky. The rest of the time, Ceylon will be on her own.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As the first Wide-Range Medic in Arknights, Ceylon occupies a unique space in the game, both with her potent utility and her finicky conditionals. There are many wrinkles to her kit that Doctors must be aware of in order to leverage her powers successfully, but for a persistent Doctor, the benefits should well outweigh the cost.</span></span></span></span></span></span></p> |
Sniper Aftershock / Flinger
S- |
Explanation
Summary<span style="color:green;">+ A unique operator that deals splash damage to ground targets and her attacks cause a shockwave that deals an additional 50% damage<br> + Talent: Her attacks bypass a flat amount of DEF<br> + Rosmontis' specialty is killing large waves of ground enemies with high amounts of splash damage and crowd control<br> + S2: Causes her attack to have a chance to stun and increases the number of aftershocks. making it good crowd control at the cost of lower DPS.<br> + S3: Increases her DPS significantly and attacks two targets at once but she no longer targets enemies unless they are blocked. She will also summon 2 tactical gears that are very tanky and have 2 block.<br></span> <span style="color:red;">- Expensive to deploy<br> - Although she ignores DEF, her ATK isn't quite high enough to deal with high DEF enemies.<br> - S3: Very difficult to use as she can easily block enemies with her tactical gear at the edge of her range and prevent herself from attacking them.<br></span>Overview<p><span><span><span><span><em><span>“I won't forget those people. The ones who made me and the other monsters. The ones who used us to do bad things. Until this land becomes harmless to others ...... I'm still going to make sure those people are punished. It will hurt, so much that they won't be able to forget it either.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Nobody is quite sure what happened to Rosmontis to make her the miniature engine of psychic destruction she is today. All we know is that she was subjected to extreme experimentation as part of the research of the abandoned Lorcan Watertank Laboratory—experimentation that caused the death of her brother. Kal’tsit and other Operators have tried to understand what was done to her and how it’s affected her mind, but their conclusions are murky at best. Even her role at Rhodes Island is unusual: she is the first </span></span></span></span></span></span><span><span><span><strong><span><span>6* Ground-targeting Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>. Her </span></span></span></span></span></span><span><span><span><strong><span><span>splash attacks</span></span></strong></span></span></span><span><span><span><span><span><span> utilize an </span></span></span></span></span></span><span><span><span><strong><span><span>enormous attack range</span></span></strong></span></span></span><span><span><span><span><span><span> but </span></span></span></span></span></span><span><span><span><strong><span><span>only hit ground enemies</span></span></strong></span></span></span><span><span><span><span><span><span>, and she combines </span></span></span></span></span></span><span><span><span><strong><span><span>heavy DPS</span></span></strong></span></span></span><span><span><span><span><span><span> with erratic</span></span></span></span></span></span><span><span><span><strong><span><span> crowd-control</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>DEF reduction</span></span></strong></span></span></span><span><span><span><span><span><span> abilities.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Yeah… there’s a lot going on with Rosmontis.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>For a start, Rosmontis’ regular attacks have terrific range and deal two hits: one direct hit at full ATK and then an aftershock attack at 50% ATK. Both hits deal splash damage, but both the direct hit and the aftershock can </span></span></span></span></span></span><span><span><span><span><em><span>only</span></em></span></span></span></span><span><span><span><span><span><span> target ground enemies. The double-hit means that Rosmontis does much higher damage than her ATK suggests, but also means that she suffers against high-DEF enemies, since their DEF applies to both hits of her strike. Her <strong>Armaments of </strong></span></span></span></span></span></span><span><span><span><strong><span><span>Annihilation </span></span></strong></span></span></span><span><span><span><span><span><span>Talent helps a lot with this, as it allows Rosmontis to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##DEF-Ignore##stats"><span><span><span><span><span><span><span><span>ignore a flat amount of DEF</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> when attacking, but enemies with particularly high DEF will still blunt Rosmontis’ attacks despite this.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That’s when Rosmontis pulls out her Skills. </span></span></span></span></span></span><span><span><span><strong><span><span>Expanded Cognition </span></span></strong></span></span></span><span><span><span><span><span>(S1) is a simple auto-trigger Skill that deals an additional hit of Arts damage when activated, flipping the bird to those high-DEF enemies. <strong>Nociceptor Inhibition </strong></span></span></span></span></span><span><span><span><span><span><span>(S2) slows down Rosmontis’ attack interval, but in return it increases Rosmontis’ ATK, expands the range on her splash damage, and gives her attacks two additional aftershocks. The real kicker is that it also gives each hit of her attacks a chance to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Stun##stats"><span><span><span><span><span><span><span><span>Stun</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>. With two more aftershocks, that means </span></span></span></span></span></span><span><span><span><span><em><span>four chances to Stun per attack</span></em></span></span></span></span><span><span><span><span><span><span>! This Skill will obliterate weaker enemies and chain-Stun stronger ones, and it has great uptime in the bargain.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>But what if you want to obliterate stronger enemies? Pull out the big guns with </span></span></span></span></span></span><span><span><span><strong><span><span>“As You Wish”</span></span></strong></span></span></span><span><span><span><span><span><span> (S3), which increases Rosmontis’ ATK, her attack interval, and allows her to attack multiple enemies simultaneously. The trick here is that Rosmontis can only attack blocked enemies for the duration. As such, in addition to the buffs, she summons two Tactical Equipment drones and slams them into two ground grids within her attack range (prioritizing grids with ground enemies in them). Each Tactical Equipment has Block-2, Stuns nearby enemies for a few seconds when it lands, and </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##DEF-Debuff##stats"><span><span><span><span><span><span><span><span>reduces the DEF</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> of enemies it blocks. By combining Tactical Equipment with the DEF reduction of <strong>Armaments of </strong></span></span></span></span></span></span><span><span><span><strong><span><span>Annihilation</span></span></strong><span><span><span>, Rosmontis can peel an armored enemy like an orange.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>You may have noticed that there are a lot of provisos on Rosmontis’ damage. She can’t hit flying enemies at all, and while her S3 is active, she can’t even hit unblocked enemies. To be fair, it takes a lot of work to control psychic powers that can crush a tractor into a marble. Rosmontis needs care and support to back her up, and she’s not a suitable Operator for all situations, but when she’s able to cut loose, her earthshattering damage potential can dominate the battlefield.</span></span></span></span></span></span></p> <p> </p> |
A- |
Explanation
Summary<span style="color:green;">+ S2: Can provide decently long lasting AoE Slow with some damage when fully charged.<br></span> <span style="color:red;">- Extremely poor overall damage.<br> - RNG-reliant kit for an effect many other Operators can provide in a more straightforward and consistent way. <br> - Very unreliable utility and support.<br> - Relatively expensive for what little he provides.<br></span>Overview<p><span><span><span>Greyy was a physically weak, <a href="https://gamepress.gg/arknights/operator/greyy">very sick orphan</a> when he was brought to Rhodes Island. His gratitude to Rhodes Island for becoming his surrogate family caused him to put the organization’s needs above his own—he would stay up all night, forgetting to eat, as he tried to fix machinery or refine an Arts process. There were times when the medical department was worried he wouldn’t survive the experience. Fortunately, his Alter form—Greyy the Lightningbearer—proves that he <em>does </em>survive, and even advances to the position of <strong>5* Flinger Sniper</strong> with technology that can <strong>Slow enemies</strong> and deal <strong>multiple hits in an AoE</strong>.</span></span></span></p> <p><span><span><span>Greyy the Lightningbearer’s main invention is his <strong>Light-stealing Chain</strong> Talent, which gives his attacks a chance to Slow their targets. (The effect seems to be calculated per target, not per attack, so Greyy can Slow some targets but not others even if he hits all of them.) Flinger Snipers deal two hits with their attacks—the initial AoE and then the aftershock—and both hits can inflict <strong>Light-stealing Chain’s</strong> Slow, making the Slow activation more reliable than it may sound. When it comes to Skills, Greyy the Lightningbearer can either increase his low ASPD with his <strong>Swift Strike γ</strong> S1 or double down on his name with his S2, <strong>Beacon of Dawn</strong>. This Skill creates a lightning ball that lasts for several seconds, regularly dealing Arts damage and potentially inflicting Slow upon all nearby enemies.</span></span></span></p> <p><span><span><span>The Flinger archetype has several advantages: wide attack range, AoE attacks, and an extra hit on their regular attacks. However, Flingers can also be rather awkward to use. They cannot attack flying enemies; their slow ASPD limits their damage potential; and though they often have crowd-control abilities, the activation chance tends to be unreliable. Greyy the Lightningbearer suffers from all these issues, in particular the inconsistency of <strong>Light-stealing Chain</strong>.</span></span></span></p> <p><span><span><span>On the plus side, the bonus ASPD of S1 and the extra hits from S2 go a long way to make up for these shortcomings, both increasing Greyy the Lightningbearer’s DPS and giving him more chances to inflict Slow. The Arts damage of S2 also helps him deal with high-DEF enemies, who can be difficult for the multi-hitting Flinger archetype. He still can’t target flying enemies, but that’s okay: Greyy the Lightningbearer is best suited for holding a chokepoint, where he can use the <strong>Beacon of Dawn</strong> to eliminate enemies en masse as they bottleneck against your brave Blockers.</span></span></span></p> |
C+ |
Explanation
Summary<span style="color:green;">+ Nice individual effects<br></span> <span style="color:red;">- Unreliable RNG<br> - Ultimately limited to meme potential<br></span>Overview<p><span><span><span><em>"Listen to Your Excellency's call nya, the Felyne special operations team... the great first team of Terra Research Commission is here! Nya! Don't step on my head nya!"</em></span></span></span></p> <p><span><span><span>The Terra Research Commission—a ridiculously cute tower of even more ridiculously cute Felyne creatures—consists of the Scholar, the Smith, and the Follower, who are committed to their mission of “researching” the various opponents of Rhodes Island. How? Why? Only the <strong>1* Flinger Sniper</strong> Terra Research Commission can answer these questions, and they ain’t talking.</span></span></span></p> <p><span><span><span>To protect themselves from the hazardous creatures they study, the Terra Research Commission deploys <strong>Felyne Lottery Explosive</strong>. This Talent gives a random second effect to the shockwaves from their Flinger Sniper regular attacks: the shockwave might deal increased damage, inflict Sleep or a very brief Stun, or do nothing at all. Sadly, they will run out of special explosives after the increased damage triggers three times, and their following attacks will not have special additional effects on the shockwave (although they will also lose the chance to do nothing, which is good). </span></span></span></p> <p><span><span><span>If you enjoy random minor gambles, the Terra Research Commission can be quite entertaining to watch, but the threat of bad RNG hangs over <strong>Felyne Lottery Explosive</strong> in all situations. You might get lucky and trigger a string of AoE micro-Stuns followed by big damage, or you might roll several “do nothing” attacks and waste the bigger blasts on minor enemies. Being a 1* Operator limited to level 30 doesn’t help their case either, as even the enhanced blasts at max Potential cannot keep up with the damage from proper Operators. Effective? No. Reliable? No. Adorable? Absolutely hell yes.</span></span></span></p> |
Sniper Anti-Air / Marksman
S |
Explanation
Summary<span style="color:green;">+ Trait: prioritizes attacking air units<br> + Shreds low DEF enemies like tissue paper<br> + Great base stats with extremely high DPS potential<br> + When buffed she can confidently be the main DPS into endgame<br> + E2 Talent: buffs random ally with ATK and HP on deploy, great for fast starts<br></span> <span style="color:red;">- Without buffs her DMG drops to almost nothing vs enemies with 600+ DEF, which have become fairly standard in new content</span>Overview<p dir="ltr"><em>“Bullets loaded, preparations complete! Leader, what are we sending out today?”</em></p> <p><span>Everyone’s favorite redheaded guardian angel. With a powerful SMG in her hand, she not only serves good looks but also significant firepower! As a single target Sniper, Exusiai’s main role in the team is providing </span><strong>DPS</strong><span> in the early stage of a mission and </span><strong>taking down airborne units</strong><span>. Her specialty is dealing large amounts of damage through multi-hit attacks, which elevates her ability to take down low armor, high HP targets like most bosses.</span></p> <p><span>All of her skills center around fast multi-hit attacks. Her first skill </span><strong>Charging Mode</strong><span> automatically deals 3 strengthened hits to a single enemy every few attacks, which makes it a great choice when sustained DPS is required. The second skill </span><strong>Shooting Mode</strong><span> is a short damage burst with a manual trigger. This allows players to save the skill for a stronger wave of enemies when higher damage is needed. Her third and last skill, </span><strong>Overloading Mode</strong><span>, is another short but powerful burst of attacks that additionally increases Exusiai’s attack speed. This skill is activated automatically, which means it could trigger when there are no enemies around, resulting in wasted damage potential. Despite that, having a high hit multiplier and low charge time make it the go-to skill when deploying Exusiai.</span></p> <p><span>Outside of her generally high performance, Exusiai does have a few weaknesses. With her relatively low ATK, she will have trouble taking down heavily armored enemies, as damage for multi-hit attacks are <a href="https://gamepress.gg/arknights/gameplay-basics/arknights-damage-formulas-pocket-reference">calculated</a> individually. That being said, Exusiai is a very flexible single target Sniper who will send many an enemy to apple-pie-heaven with her sustained or burst DPS.</span></p>
Explanation
Summary<span style="color:green;">+ After deployment, throws a flashbang at one target in range that Stuns them and nearby targets. <br> + Her first deployment is very cheap. With the bonus SP, reduced DP cost, Stun on deploy and S2 use she can be a safe option to burst down dangerous foes that would kill most other snipers<br> + Very high damage potential when buffed<br> + S2: great crowd control since it activates her passive flashbang Stun. Her DPS against stunned targets is one of the highest in the game. She still remains effective against medium DEF opponents because her damage multiplier is so high.<br> + S3: knockbacks with large force and deals quite a lot of burst damage if you can knock an enemy into a high tile. It shares the same range as Weedy's S3, but with less push force.<br></span> <span style="color:red;">- Her effectiveness drastically decreases against enemies immune to stun<br> - S3: only 2 uses per deploy is very limiting<br></span>Overview<p><span><span><span><span><em><span>“You think I’m strict, huh? I’ll take that as a compliment.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Eliza Cohen, codename Ash, is one of the Rainbow 6 members who has been signed onto Rhodes Island for a limited time after the Watchtower 33 incident. She is the de facto leader of Rainbow Squad, and she takes her responsibilities very seriously—her number one priority is making sure her team gets home alive. From her vantage point as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Anti-Air Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>, she keeps a close eye on the battlefield, contributing </span></span></span></span></span></span><span><span><span><strong><span><span>Stuns</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>Pushing</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>heavy DPS</span></span></strong></span></span></span><span><span><span><span><span><span> to the field.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Once the battle begins, Ash comes out the gate swinging. Her very first deployment of the map is made cheaper (and also gives her bonus initial SP) due to her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Breaching Specialist</span></span></strong></span></span></span><span><span><span><span>. Coupled with her low base DP cost, <strong>Breaching Specialist </strong></span></span></span></span><span><span><span><span><span><span>makes it easy to place Ash very early in a map. This Talent only works the first time Ash is deployed on a given map, but </span></span></span></span></span></span><span><span><span><span><em><span>every</span></em></span></span></span></span><span><span><span><span><span><span> time Ash is deployed she gets to benefit from </span></span></span></span></span></span><span><span><span><span><span><span>her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Auxiliary Equipment</span></span></strong></span></span></span><span><span><span><span><span><span>, which drops an AoE flashbang, Stunning all nearby opponents.</span></span></span></span></span></span></p> <p><span><span><span><span>The bonus SP from <strong>Breaching Specialist </strong></span></span></span></span><span><span><span><span><span><span>gives Ash a head start on using her lethal Skills. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Supporting Fire</span></span></strong></span></span></span><span><span><span><span><span><span>, is a permanent Skill that causes Ash’s attacks to deal 2 hits once activated. This is good for consistent damage throughout a battle, but Ash is much better known for the burst potential of her S2: </span></span></span></span></span></span><span><span><span><strong><span><span>Assault Tactics</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill immediately tosses a Stunning flashbang (a la </span></span></span></span></span></span><span><span><span><strong><span><span>Auxiliary Equipment</span></span></strong></span></span></span><span><span><span><span><span><span>), then buffs Ash’s damage when attacking Stunned targets and dramatically increases her rate of fire. </span></span></span></span></span></span><span><span><span><strong><span><span>Assault Tactics</span></span></strong></span></span></span><span><span><span><span><span><span> allows Ash to positively melt bosses or elite enemies (as long as they’re not immune to Stun, that is). Finally, there’s </span></span></span></span></span></span><span><span><span><strong><span><span>Breaching Rounds</span></span></strong></span></span></span><span><span><span><span><span><span>, an unusual Skill that fires a missile in a straight line in front of Ash. On its own, the missile does damage and Pushes enemies backwards, but if it strikes a wall along its path, it explodes for twice as much damage instead!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Ash is potent and efficient, and the damage buff from </span></span></span></span></span></span><span><span><span><strong><span><span>Assault Tactics</span></span></strong></span></span></span><span><span><span><span><span><span> helps her take on higher-DEF enemies than an Anti-Air Sniper can usually handle. However, her kit is full of odd limitations: <strong>Breaching Specialist</strong></span></span></span></span></span></span><span><span><span><span><span><span> only works once per map, </span></span></span></span></span></span><span><span><span><strong><span><span>Assault Tactics</span></span></strong></span></span></span><span><span><span><span><span><span> lasts for a certain number of hits rather than for a certain duration, and </span></span></span></span></span></span><span><span><span><strong><span><span>Breaching Rounds</span></span></strong></span></span></span><span><span><span><span><span><span> can only be used twice per deployment. The fact that </span></span></span></span></span></span><span><span><span><strong><span><span>Auxiliary Equipment</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Assault Tactics</span></span></strong></span></span></span><span><span><span><span><span><span> both Stun random targets can be a big inconvenience as well. Does this make Ash a bad Operator? Not at all! It just goes to show that no man (or woman) is an island. With some help to Stun the right targets and/or keep her targets Stunned for the full duration of </span></span></span></span></span></span><span><span><span><strong><span><span>Assault Tactics</span></span></strong></span></span></span><span><span><span><span><span><span>, Ash will definitely make sure the Doctor’s squad makes it home safe and sound. She makes no such promises for the enemy team, however….</span></span></span></span></span></span></p> |
S- |
Explanation
Summary<span style="color:green;">+ A single target DPS sniper with multi-target skills<br> + Talent: Gains a shield that blocks one attack and recovers some SP. Generates SP over time for snipers with attacking type SP charge skills.<br> + Very high DPS potential against low DEF enemies<br> + Great when paired with buffers due to strong damage multipliers and multi hit attacks.<br> + S1: Great for clearing waves of weaker enemies, but they will need to be relatively close together.<br> + S2: This skill can be used to reset her attacks and bounce to enemies outside her attack range. <br> + S3: Great for bosses and tougher enemies that would sit just outside the range of Exusiai.<br></span> <span style="color:red;">- While somewhat mitigated by her talent, all skills have attack charging SP which can be slow to charge in between waves.<br> - She has trouble against higher DEF enemies without ATK buffs<br> - S2:her ricochet attacks can bounce 1.5 grids and cannot bounce to previously hit targets so it can be awkward to try to hit more than a couple enemies<br></span>Overview<p><em>"Landen Monastery's clerics form no normal clergy, you know? Rather than prayer, we're much more about taking up arms to defend Laterano... That's how it goes, but our finances have been in a sorry state these past few years. The justice of guarding others with the faith we harbor—surely the Lord permits us that."</em></p> <p><span><span><span><span><span><span>Between Archetto’s short and frilly skirt, her attempts to sell beer, and the giant freaking composite machine bow she totes around, it’s safe to say that few people would guess that her profession is “nun of the Randen Monastery.” But the nuns from Randen Monastery have been trained to protect the Pope since time immemorial, and Archetto will stop at nothing to satisfy this responsibility. She’ll cut business deals, bargain with Rhodes Island, and wield her bow as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Anti-Air Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> who’s willing to do a little of everything: </span></span></span></span></span></span><span><span><span><strong><span><span>hit multiple targets</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>hit multiple times</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>extend her attack range</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>block incoming attacks</span></span></strong></span></span></span><span><span><span><span><span><span>, and even </span></span></span></span></span></span><span><span><span><strong><span><span>generate SP for her Sniper allies</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Archetto’s kit combines aspects of many existing Snipers in Arknights into a single heterochromatic package. Her biggest strength is probably her <strong>L</strong></span></span></span></span></span></span><span><span><span><strong><span><span>anden Tactics</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which restores 1 SP to all allied Snipers with [On Attack] Skills (including Archetto) every few seconds while Archetto is deployed. Her second Talent is </span></span></span></span></span></span><span><span><span><strong><span><span>Iron Bowstring</span></span></strong></span></span></span><span><span><span><span><span><span>, which blocks the first hit Archetto would take and turns it into SP for Archetto instead. Between these two Talents, Archetto can generate a lot of SP for herself soon after being deployed.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>But what is Archetto going to do with all that SP? Well, her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Dispersing Arrows</span></span></strong></span></span></span><span><span><span><span><span><span>, fires a stronger shot at the primary target and smaller shots at up to 3 nearby targets within range. It’s cheap and automatic, making it a great way to easily cut groups of enemies down to size. Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Pursuing Arrows</span></span></strong></span></span></span><span><span><span><span><span>, shoots a ricocheting arrow that deals multiple instances of damage and bounces between multiple targets within range. Used well, this Skill can bounce Archetto’s shots well beyond her base attack range. If you really need bonus range, of course, look no farther than her S3, <strong>Thundering Arrows</strong></span></span></span></span></span><span><span><span><span><span><span>, which increases Archetto’s ATK and attack range while also causing her arrows to tag multiple targets with multiple hits.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Unfortunately, stuffing her kit full of so many different trick shots has given Archetto a bit of the dreaded “jack of all trades, master of none” dilemma. Despite the other bells and whistles, in the end, she’s a DPS unit who relies on hitting enemies with multiple attacks. This is not a unique role among Anti-Air Snipers—in fact, there are existing Snipers who can do it better—and it’s a role that makes it very difficult for Archetto to contribute when fighting high-DEF enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Difficult… but not impossible. Thanks to </span></span></span></span></span></span><span><span><span><strong><span><span>Landen Tactics</span></span></strong></span></span></span><span><span><span><span><span><span>, Archetto can be considered almost a support Sniper: she utilizes her ricocheting arrows and extra attack range to wipe out the small fry on a map, all the while feeding SP to other Snipers so they can team up against the remaining elites. She may not be taking center stage as a Sniper any time soon, but hey—it’s a lot easier to keep an eye on your important religious figures from a supporting position in the wings anyway.</span></span></span></span></span></span></p> <p> </p> |
A+ |
Explanation
Summary<span style="color:green;">+ A unique Sniper with on-deploy stealth and a faster Redeploy Time<br> + S2: Strong damage boost with a fairly long stealth duration<br> + Great for assassinating tricky enemy casters and snipers on difficult maps<br></span> <span style="color:red;">- High base DP cost makes redeploying her over and over very expensive<br> - Her damage isn't quite high enough to deal the most dangerous drones and caster enemies on her own.<br></span>Overview<p><span><span><span><span><em><span>“After contracting Oripathy, I heard some people saying: Why would an Infected wear such colourful clothes, what kind of music would an Infected listen to… Towards this kind of people, my answer will forever be: Because I like it~”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>A cheerful, extroverted city girl, April goes out of her way to make the best of her new life as an Infected. She left her home in Rim-Billiton, she decorated her new room at Rhodes Island, and she’s made friends with fellow Operators like Orchid and Utage. From her optimistic, colorful demeanor, you might not guess how she was ostracized in her homeland after becoming Infected, or how she went through a period of deep depression when she first arrived at Rhodes Island. It’s thanks to April’s personal strength that she’s recovered from her inner turmoil and decided to help all Infected as a </span></span></span></span></span></span><span><span><span><strong><span><span>5*</span></span></strong></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Anti-Air-Sniper##null##cn##stats"><span><span><span><strong><span><span><span><span>Anti-Air Sniper</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> of Rhodes Island, with a unique blend of </span></span></span></span></span></span><span><span><span><strong><span><span>anti-air assassination</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Fast-Redeploy</span></span></strong></span></span></span><span><span><span><span><span><span> characteristics.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>How many times have you deployed a Sniper to attack an incoming threat, only to have your newly-deployed Sniper blown immediately off the map by ranged attacks? April is specifically designed to take point in this kind of situation. Her Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Experienced Hunter</span></span></strong></span></span></span><span><span><span><span><span><span>—reduces her redeployment time and, at E2, reduces her DP cost by 1. Since she’s an Anti-Air Sniper, April’s DP cost is already low, so even -1 DP makes a noticeable difference. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Her S2, however, is what really cements April’s strange place as a Fast-Redeploy Sniper. </span></span></span></span></span></span><span><span><span><strong><span><span>Flexible Camouflage</span></span></strong></span></span></span><span><span><span><span><span><span> is an on-deployment Skill that temporarily increases April’s ATK and prevents ranged enemies from targeting her! (She’s still vulnerable to splash damage, though, so watch out for that.) Drop her on the field so she can assassinate something with her boosted ATK while staying safe from reprisals, then retreat her when her Camouflage wears off. From there, </span></span></span></span></span></span><span><span><span><strong><span><span>Experienced Hunter</span></span></strong></span></span></span><span><span><span><span><span><span> allows you to deploy her again quickly, ATK boost and Camouflage back in place, ready to assassinate a new target.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>This certainly gives April an interesting niche among Anti-Air Snipers. However, her approach is not without its flaws. Even with her Talent, April’s redeployment time and DP costs are quite a bit higher than Fast-Redeploy Specialists, and both will really start to add up if you deploy her more than twice on a map. You can choose to ignore these long periods of downtime by sticking to her S1, but this eliminates most of what makes April special, in which case you would be better off using a different Anti-Air Sniper. If you’re the kind of Doctor who likes to react to situations on the fly, however, April can be an excellent investment for your squad.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Talent: Grants a chance to crit on attack to deal bonus damage and stun targets.<br> + Great with buffs, as her attacks deal multiple hits.<br> + S1: One of the few skills with the ability to camouflage. Damage bonus is decent with decent uptime if you are able to consistently attack enemies.<br> + S2: Great damage if you can continually attack to pass the 32 hit threshold. <br></span> <span style="color:red;">- S1: The SP charge on attacks makes this skill difficult to utilize. camouflage is primarily used against enemies that will kill you if you try to attack normally.<br> - S2: No ATK boosts and a low base attack means that you will do little damage to enemies with decent DEF. If you can't activate the 4 hit threshold then this skill's dps is quite low.</span>Overview<p><span><span><span><span><span><span>KO~KO~DA~YO</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Kroos, the Marksman Sniper mainstay of the earlygame, has grown up! She’s not taking the battlefield any more seriously than she ever has, but if you think this means she hasn’t learned anything in the intervening years, you’d better think again. Kroos the Keen Glint is an accomplished </span></span></span></span></span></span><span><span><span><strong><span><span>5* Marksman Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> who can </span></span></span></span></span></span><span><span><span><strong><span><span>Stun enemies</span></span></strong></span></span></span><span><span><span><span><span><span>, give herself </span></span></span></span></span></span><span><span><span><strong><span><span>Camouflage</span></span></strong></span></span></span><span><span><span><span><span><span>, and/or shoot two to four arrows at once.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As Kroos the Keen Glint, Kroos’ primary role is firing lots of arrows at once. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Traceless</span></span></strong></span></span></span><span><span><span><span><span><span>, causes each of her attacks to hit twice (and also gives her Camouflage for the duration, leaving her fairly safe from retaliation). Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Silencer</span></span></strong></span></span></span><span><span><span><span><span><span>, looks like a very similar Skill at first. It also causes her attacks to hit twice, but it gives her an ASPD buff, making it more offensive rather than defensive. However, once Kroos the Keen Glint deals a certain number of hits during </span></span></span></span></span></span><span><span><span><strong><span><span>Silencer’s</span></span></strong></span></span></span><span><span><span><span><span><span> duration, her attacks start hitting </span></span></span></span></span></span><span><span><span><span><em><span>four times</span></em></span></span></span></span><span><span><span><span><span><span> per shot! (</span></span></span></span></span></span><a href="https://www.cavesofnarshe.com/ff5/jobs.php?job=Ranger"><span><span><span><span><span><span><span><span>Final Fantasy V</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> Rangers, eat your heart out.) Kroos complements these multi-hitting Skills with her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Bullseye</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives each attack a low chance to hit with increased ATK and also Stun the target. When rolling </span></span></span></span></span></span><span><span><span><strong><span><span>Bullseye</span></span></strong></span></span></span><span><span><span><span><span><span> four times per </span></span></span></span></span></span><span><span><span><strong><span><span>Silencer</span></span></strong></span></span></span><span><span><span><span><span><span> shot, the odds of proccing at least one critical Stun becomes much higher than the low base chance would suggest!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Kroos the Keen Glint is a worthy Sniper indeed, but she hasn’t practiced enough to be perfect. She has pretty low base ATK and only one of her skills gives her an ATK buff, which is fairly low. Without external buffs, Kroos has a very difficult time making an impact on high-DEF enemies—she can only rely on her Talent’s critical hits, which have a pretty low proc chance. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Kroos the Keen Glint can shoot down flying drones and Camouflage herself from enemy mages, land lucky Stuns to stall fleeing Ghosts, and become an absolute machine gun when dishing out a buffed </span></span></span></span></span></span><span><span><span><strong><span><span>Silencer</span></span></strong></span></span></span><span><span><span><span><span><span>. Plus, you can have two sources of KO~KO~DA~YO in your repertoire. That alone is worth the effort, right?</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Trait: Prioritizes attacking air units<br> + Excellent DPS when you max out her S1<br> + Talent: Passive Arts damage can provide chip damage against enemies with high DEF<br> + Great option for killing groups with S2<br></span> = Skill Mastery makes a significant difference<br> <span style="color:red;">- Very squishy and needs to be placed in protected positions on certain maps</span>Overview<p dir="ltr"><em>“Don't worry, my poison is not contagious.”</em></p> <p dir="ltr"><br /> Blue Poison (BP) is a lovely girl with a terrifying ability. She was recruited by Rhodes Island due to her natural talent in creating toxins. Now she serves as a <strong>Sniper</strong> operator and attacks enemies with poisoned darts. She’s able to deliver <strong>DPS</strong>, <strong>attack multiple targets</strong> and even <strong>deal Arts damage</strong> with her toxins.<br /> <br /> BP’s talent <strong>Neurotoxin</strong> allows her to poison her targets, causing them to take Arts damage over time. This is especially useful when combined with BP’s Skills, which allow her to hit multiple enemies at once. Her first Skill, <strong>Twinshot - Auto,</strong> deals additional damage and hits 2 targets. Her aforementioned Talent combined with the Skill's extremely low SP Cost makes it a powerful tool for sustained damage. Blue Poison’s second skill is <strong>Venom Spray</strong>, an active Skill that allows her to hit up to 3 enemies at once, enabling even greater multi-target damage potential.<br /> <br /> BP's ability to hit multiple enemies and deal Arts damage at the DP cost of an ST sniper makes her a great value pick. However, Blue Poison is not without downsides. She isn’t very flexible in terms of her role, as both of her skills have similar uses. And since she has no burst skill, she might have problems when dealing with stronger waves of enemies. Used in the proper situations, however, Blue Poison will prove herself to be a venomous contributor to the team’s overall DPS.</p>
Explanation
Summary<span style="color:green;">+ Trait: Prioritize attacking air units<br> + Once her S2 is activated she does great damage versus everything but the highest DEF enemies<br> + Increased range with S2 allows her to attack targets other standard Snipers can't<br> + Talent: Large ATK buff as time between attacks increases (up to 2.5s)<br></span> <span style="color:red;">- Long activation time on S2, during which she is significantly weaker than other Snipers</span>Overview<p dir="ltr"><em>“Checkmate. I'm sorry, but victory is mine.”</em></p> <p dir="ltr">Is Platinum a former Knight-Assassin of Kazimierz, a mercenary who has turned over a new leaf, or just a troublemaker who makes death threats to keep her chest size secret? Regardless of what she may have been before, now that she is part of Rhodes Island, <a href="https://gamepress.gg/arknights/operator/platinum">Platinum</a> is a <strong>5★ Anti-Air Sniper</strong>. Her role is pretty simple and straightforward: Kill everything in sight (but flying things first).</p> <p dir="ltr">Platinum’s unique strength lies primarily in her second Skill: <strong>Pegasian Sight</strong>. It extends her range 1 tile beyond that of normal ST Snipers and increases her damage at the cost of some attack speed. This effect is permanent: once it is active, she will be in extended slaughter-mode for the rest of the fight. If she is in a situation where her Talent, <strong>All-out-attack</strong>, can take effect (increases damage based on time in between attacks), she can put up some especially impressive damage numbers. </p> <p dir="ltr">Unfortunately, <strong>Pegasian Sight</strong> takes quite a while to activate (around a minute), and until it does, she’s at a bit of a disadvantage. This makes her less useful in rush situations or on maps where she doesn’t have time to set up for the long haul. That being said, Platinum is a Sniper who can consistently make big hits at a longer range than typical ST Snipers, making her a potent strategic option.</p> |
A- |
Explanation
Summary<span style="color:green;">+ Trait: Prioritize attacking air units<br> + Talent: Attack speed +6. At E2: When attacking, 15% chance to crit for high 150% damage<br> + S1: Strong front-loaded burst damage especially when charged<br> + S2: Very high active DPS<br></span> = Higher ATK modifiers and crit allow her to damage high DEF enemies when Exusiai can't, but Exusiai will still out-dps her against mid and lower DEF enemies<br> = DPS can vary wildly because of her crit Talent, which gives a significant damage boost but at a very low chance<br> <span style="color:red;">- S2: SP Cost with charge [on-attack] is high compared to duration, giving it low up-time.</span>Overview<p><em>"I've known this entire time. When my mother brought me to Rhodes Island, she had already gone crazy. I could not feel the pain of her turmoil, but I can relate with it, because I relied on that obsession to get me to where I am today. Only now, I've found a new direction... I want to find her, and I want to save her."</em></p> <p><span><span><span><span><span><span>Entrusted to Rhodes Island as a child, GreyThroat hates Oripathy and Infected with a passion, blaming Oripathy and Originium for the death of her father and the disappearance of her mother. However, the influence of Amiya—one of her few friends—has inspired her to overcome her prejudice toward the Infected and contribute to Rhodes Island’s cause. Now she takes up her heavy-duty crossbow as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Anti-Air Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>, ready to add her </span></span></span></span></span></span><span><span><span><strong><span><span>multi-hitting attacks</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>high burst damage</span></span></strong></span></span></span><span><span><span><span><span><span> to the Doctor’s roster.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>GreyThroat maximizes the value of her multiple hits with her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Tailwind</span></span></strong></span></span></span><span><span><span><span><span><span>, which has a chance to increase her damage (like a critical hit). The crit damage is high, but the activation chance is low. Fortunately, this is where GreyThroat’s Skills come in. </span></span></span></span></span></span><span><span><span><strong><span><span>Flying Feathers</span></span></strong></span></span></span><span><span><span><span><span><span>, her Skill 1, is an automatic Skill that fires two bolts in one attack, each doing increased damage. It can hold 3 charges, which gives her some amazing burst damage after a lull in the fighting. Not impressed? Try <strong>Counter</strong></span></span></span></span></span></span><span><span><span><strong><span><span>flow</span></span></strong></span></span></span><span><span><span><span><span><span>, her manual Skill 2, which buffs GreyThroat’s ATK and fires </span></span></span></span></span></span><span><span><span><span><em><span>three </span></em></span></span></span></span><span><span><span><span><span><span>bolts at a time! (Be aware, however, that Reflow takes a long time to charge due to its [Attacking Enemy] SP charge, and its duration is quite short compared to its SP cost.) With the barrage of bolts these Skills create, GreyThroat can easily fish for procs of her Talent, punching through her enemies as if they were made of paper.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Anyone who likes </span></span></span></span></span></span><a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/MoreDakka"><span><span><span><span><span><span><span><span>More Dakka</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> can appreciate the hailstorm of firepower that GreyThroat rains upon her enemies. However, never forget that GreyThroat’s fighting style is inherently a gamble. Her ATK is only about average for a Sniper, so her large number of hits won’t matter much if her Talent refuses to proc, especially against enemies with high DEF. That being said, few Snipers can compare to GreyThroat’s potential when luck is on her side. String enough </span></span></span></span></span></span><span><span><span><strong><span><span>Tailwind </span></span></strong></span></span></span><span><span><span><span><span><span>crits together and even high-armored targets (normally a Sniper’s worst nightmare) will feel the sting of her arrows!</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ S2: Highest ATK among Marksman, which extends Insider's usage beyond what Marksman can typically achieve.<br> + S2: Ammo mechanic is very powerful. That, plus a very low downtime, results in an incredibly high effective uptime.<br> + S2: Although it will occasionally be detrimental, his targeting priority mixed with the reduced taunt will allow him to be aggressively placed and snipe out dangerous enemies from a crowd.<br> + Effective at E1, meaning low investment to get good use out of him.<br></span> <span style="color:red;">- S1: Attack Recovery means the effective cycle is often worse than S2, resulting in very little reason to ever use his secondary skill.<br> - Stiff competition. There are a lot (relatively) of 5 and 6★ Marksman. All of them are good, and one is similarly free. Many teams won’t find space for him, despite his potential.</span>Overview<p><strong>Credits: </strong> Jetroyz, Setsura</p> <p>"Personnel Recommendation"</p> <p>Recommended personnel: Richele Colombo</p> <p>The recommended was introduced by an official operator of Rhodes Island before, and had a brief contact with Rhodes Island. The request for cooperation with Rhodes Island this time was initiated by the recommended.</p> <p>The recommended personnel's basic ability level meets Rhode Island's standards and is able to complete the daily assigned work tasks in Rhode Island. Based on the cooperation agreement between the Notarial Hall and Rhodes Island, and considering his own wishes and work needs, the executor Richele Colombo is now recommended as a cooperative operator to cooperate with Rhodes Island.</p> <p>Referrer's comments:</p> <p>Rest assured, there is nothing wrong with Richele Colombo's ability to work.</p> <p>There are indeed some things worth noting about his work attitude, but in my judgment, this will not have a negative impact on Rhodes Island.</p> <p>If there is any irregularity during the performance of his duties in Rhodes Island, as the referrer, I will take the responsibility to solve the problem.</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/p/1005051275899867">umo_yszx</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/41297/Kento_Itou">Kento Ito</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Anti-Air-/-Marksman##null##cn##stats">Sniper [Anti-Air / Marksman]</a></p> <p><strong>Trait:</strong> Attacks aerial enemies first</p> <p><strong>Talent 1:</strong> After being deployed for a certain duration, increase the ammo capacity of Insider and one other random [Laterano] operator equipped with ammo-type skills</p> <p><strong>Skill 1:</strong> When skill is activated, every attack deals a certain amount of Physical damage. Activating the skill grants a certain amount of ammo, and the skill ends when all ammo is consumed. Skill can be deactivated at any time.</p> <p><strong>Skill 2:</strong> When skill is active, increase ATK and reduce Attack Interval. Prioritize enemies wielding ranged weapons and reduce Taunt level. Activating the skill grants a certain amount of ammo, and the skill ends when all ammo is consumed. Skill can be deactivated at any time.</p> |
B+ |
Explanation
Summary<span style="color:green;">+ Trait: Prioritizes aerial enemies<br> + Talent: increases own ATK and attack speed<br> + Skills provide strong Slows, and S2 an RNG Stun<br></span> <span style="color:red;">- Very low DEF</span>Overview<p><em>"I'm the Royal Detective, May. Please cooperate with my investigation! Eh? I've got the wrong address? Impossible! I have evidence that proves that penguin is hiding here!"</em></p> <p><span><span><span><span><span><span>May is a definitely-professional Victorian detective who has taken it upon herself to investigate Penguin Logistics. So far, she’s learned that Penguin Logistics is an idol group led by a stuffed animal who delivers apple pies to its fans, so clearly she’s doing a </span></span></span></span></span></span><span><span><span><span><em><span>great</span></em><span><span> job with her investigation. Sarcasm aside, May does a much better job performing as a </span></span></span></span></span></span><strong>4★</strong><span><span><span><strong><span><span> Anti-Air Sniper</span></span></strong><span><span><span> for Rhodes Island, especially due to her prowess at </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>crowd-control</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>While it doesn’t seem to help her detective abilities, at least May’s </span></span></span></span></span></span><span><span><span><strong><span><span>Victorian Explorer</span></span></strong></span></span></span><span><span><span><span><span><span> Talent grants her bonus ATK and attack speed—both useful for a Sniper. Faster attack speed lets her build SP for her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Paralysis Bullet</span></span></strong></span></span></span><span><span><span><span><span><span>, more quickly. This auto-trigger Skill increases the damage of May’s next shot and applies Slow to its target. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Binding Shock</span></span></strong></span></span></span><span><span><span><span><span><span>, takes longer to charge, but still has quite good uptime and a much stronger effect. May’s attack interval slows down, but her shots deal more damage, inflict Slow, and gain a chance to inflict Stun (which prevents both movement and attacking).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>May excels in situations where she can disable enemies who aren’t going to shoot back at her. When ranged enemies start returning fire, May’s glassy DEF—one of the lowest DEF stats among the entire Sniper class—can become an issue. But as long as you can keep her safe from retaliation, May’s combination of steady damage and debilitating ailments can make her a surprisingly potent member of your Arknights squad. Beware the geese in silly hats!!</span></span></span></span></span></span></p> <p> </p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Prioritizes attacking air units<br> + Talent: increases self SP recovery<br> + Great up-time on her S2<br> + In multi-target situations, beats the DPS of the other ST Snipers of equal or lower rarity by a lot<br> + Good for clearing out weaker groups<br></span> <span style="color:red;">- Struggles against medium+ DEF enemies<br> - Lower than average HP</span>Overview<p><em>"I can smell the prey in the wind."</em></p> <p><span><span><span><span><span><span>Vermeil’s path has not been an easy one, but despite losing her village and her arm, she refuses to quit. She is a skilled wilderness huntress and a 4★ </span></span></span></span></span></span><span><span><span><strong><span><span>Anti-Air ST Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> for Rhodes Island.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Vermeil’s specialty is multi-target situations. Her second Skill, </span></span></span></span></span></span><strong>Double Shot</strong><span><span><span><span><span><span>, causes her attacks to hit an additional target on top of providing an Attack buff. With a decent duration and SP Cost, and combined with her </span></span></span><strong><span><span>Hunter’s Wisdom</span></span></strong></span></span></span><span><span><span><span><span><span> Talent enhancing her SP gain, this Skill has great up-time.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>She has high base Attack for a 4★ ST Sniper, but low HP, and there isn’t a compelling reason to use her in ST situations, as other low rarity Snipers can perform equally as well (or better) while offering utility. Do not underestimate this small-statured fox, however. Though her 4★ rarity gives her a silver base, in multitarget situations she will shine like gold.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;"> + Trait: Prioritize attacking air units<br> + Talent: Very strong buff vs flying targets<br> + DEF Down debuff can increase team DPS</span><br> <span style="color:red;"> - Hard to justify the resources of promoting to Elite 2<br> - 3 Star Kroos does more damage at equal levels (before E2)</span>Overview<p><span><span><span><span><em><span>“Shh... look who I found! A wild Doctor appeared... gotta catch me one! Oh, did I scare you? Haha...”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>A fan of natural beauty, old-fashioned archery, and wild parties, Meteor likes to take life as it comes. That doesn’t mean she takes a laidback approach to combat, however. Meteor is a versatile Sniper who focuses on </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Debuffs</span></span></strong></span></span></span><span><span><span><span><span><span>. She excels at </span></span></span></span></span></span><span><span><span><strong><span><span>anti-air combat</span></span></strong></span></span></span><span><span><span><span><span><span> and softening up high-DEF targets with her </span></span></span></span></span></span><span><span><span><strong><span><span>percentage DEF Down</span></span></strong></span></span></span><span><span><span><span><span><span> debuff.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Meteor’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Anti-Air Specialist</span></span></strong></span></span></span><span><span><span><span><span><span>, is simple but effective: her ATK increases when targeting aerial opponents. In combination with her A.I., which prioritizes airborne enemies over ground-based ones, Meteor has the perfect tools to counter flying foes. Her Skills, meanwhile, give her and her teammates an edge against high-DEF targets. Her first Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Armor Breaker</span></span></strong></span></span></span><span><span><span><span><span><span>, is an automatic Skill that deals increased damage and reduces her target’s DEF. This Skill charges quickly enough to keep a single target permanently debuffed. Meanwhile, her second Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Armor Breaker – Spread</span></span></strong></span></span></span><span><span><span><span><span><span>, takes a little longer to charge and is manually activated, but applies the </span></span></span></span></span></span><span><span><span><strong><span><span>Armor Breaker</span></span></strong></span></span></span><span><span><span><span><span><span> effects to multiple foes in one salvo. Since every team member that deals physical damage can benefit from the debuff, it represents a potentially large increase in your team damage output.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Outside of aerial units and debuffing, Meteor’s damage output is surprisingly lacking, as she has low ATK for a 4★ Sniper. Her Talent and Skills don’t do much against low-DEF ground units, leaving her with nothing to rely on but her pitiful ATK. Fortunately, fliers and high-DEF enemies are fairly prevalent (and often big problems when they do appear), so Meteor’s bag of tricks stays useful in many different circumstances.</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Prioritizes attacking air units<br> + Good attack boosts make her viable in later chapters<br> + Rare Sniper defensive Skill<br> + Has a lot of skins<br></span> <span style="color:red;">- Hard to justify the resources of promoting her to E2<br> - 3 Star Kroos does more damage at equal levels (before E2)</span>Overview<p dir="ltr"><em>“I... I really did it? I managed to protect everyone by myself?”</em></p> <p dir="ltr">Blacksteel’s young and talented Operator and Liskarm's trainee, Jessica now serves under Rhodes Island as part of an exchange program. Jessica may look timid and insecure, but on the battlefield, she’s a powerful asset as she specializes in <strong>DPS,</strong> <strong>Survival,</strong> and <strong>taking down airborne units</strong>.</p> <p dir="ltr">Despite her insecurities, Jessica can be very useful in battle with her assortment of skills. Her first skill, <strong>Power Strike β</strong>, allows her to fire a powered-up shot every few attacks. This skill’s low SP cost and high damage multiplier allows Jessica to effectively deliver sustained damage. Her second skill, <strong>Smokescreen</strong>, increases her damage and grants herself 75% Physical and Arts evasion, useful in stages where ranged units are exposed to enemy attacks.<br /> <br /> Jessica is a free unit obtained by clearing stage TR-3. Her biggest drawback is that Kroos, a 3 Star Sniper, has higher damage at E1 Promotion levels, and higher rarity Snipers end up being better in the long-run, and so are better E2 candidates. That being said, even before promotion to E2, Jessica can contribute solid sustained DPS with her Skill 1, and at least 2 developed ST Snipers are needed for early-game content, making her a great starter Sniper. And besides, if you don't develop her, and leave her on the sidelines, that will make Jessica sad. Do you want to make Jessica sad?</p> |
C+ |
Explanation
Summary<span style="color:green;">+ Trait: Prioritize attacking aerial enemies<br> + Talent: Each hit has a chance to crit for additional damage that makes her randomly hit really hard<br> + Great for early Challenge Modes since you need cheaper units and she deals more damage than the 4* Snipers at equal levels<br></span> <span style="color:red;">- Says "Ko Ko Da Yo" every 15 seconds</span>Overview<p><span><span><span><span><em><span>“Doctor, let's play a game~ Put an apple on your head and we'll start~”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Some Doctors disparage Kroos for her drawling voice and her repetitive “Ko~ko~da~yo” catchphrase (which roughly translates to “I’m here” or “Here I am”). However, many other Doctors swear by Kroos as a staple Sniper for the early- and mid-game of Arknights. A </span></span></span></span></span></span><span><span><span><strong><span><span>3★ Anti-Air Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> with surprising </span></span></span></span></span></span><span><span><span><strong><span><span>burst damage</span></span></strong></span></span></span><span><span><span><span><span><span> potential, Kroos can even pull her weight in difficult late-game stages, especially if you don’t have multiple higher-rarity Snipers who can replace her.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The trick is in how smoothly Kroos’s kit synergizes with itself. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Targeting – Primary</span></span></strong></span></span></span><span><span><span><span><span><span>, has a random chance to increase the damage of her attacks (like a critical hit in other games). Meanwhile, her </span></span></span></span></span></span><span><span><span><strong><span><span>Double Tap – Auto</span></span></strong></span></span></span><span><span><span><span><span><span> Skill automatically triggers every few attacks and causes her to shoot two stronger arrows at once. With her naturally quick rate of fire and the constant extra shots from her Skill, Kroos activates her Talent quite frequently, punching through enemies at a terrifying rate. As a 3★ unit, her cheap DP cost and low investment cost are appealing bonuses, as well as being able to max Potential easily.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Of course, being a 3★ unit also means that Kroos cannot E2-promote, which puts a cap on how much she can grow to help the team. Promotion gives higher-rarity Operators access to more levels and additional Skills, giving them an advantage. On the other hand, many stages are easier if you deploy multiple Snipers, and while Kroos may fall behind over time, she’ll remain an excellent backup Sniper for much longer than you might expect. So look out, drones! “Ko~ko~da~yo!”</span></span></span></span></span></span></p> <p> </p> |
C- |
Explanation
Summary<span style="color:green;">+ Talent: Prioritizes attacking ranged enemies.<br></span> <span style="color:red;">- S1: relatively weak and poor up-time.<br> - Kroos is superior in most situations</span>Overview<p><span><span><span><span><em><span>“What's wrong with my halo? I don't know why, but it seems to have deviated slightly. According to Dr. Kal'tsit, this is probably linked to my abnormal hippocampus.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>The “genius pretty boy” with the cockeyed halo, Adnachiel has been slow to complete the Laterano Firearms Usage Agreement so he can legally use a gun. He feels more comfortable with his customized crossbow, which he wields as a </span></span></span></span></span></span><span><span><span><strong><span><span>3★ Anti-Air Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> who </span></span></span></span></span></span><span><span><span><strong><span><span>targets ranged units</span></span></strong></span></span></span><span><span><span><span><span><span> before other kinds of enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Adnachiel’s kit is simple and straightforward. Once promoted to E1, he gains the </span></span></span></span></span></span><span><span><span><strong><span><span>Shortcoming Breakthrough</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which increases his attack speed and causes him to prioritize ranged targets first, which is a fairly rare targeting priority. If you want to use Adnachiel, be sure to promote him quickly so he gains this ability. His Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>ATK Up α</span></span></strong></span></span></span><span><span><span><span><span><span>, increases his ATK for the duration, which is simple but useful.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Unfortunately, despite his status as a “genius,” Adnachiel has some flaws holding him back. As a 3</span></span></span></span></span></span><span><span><span><strong><span><span>★</span></span></strong></span></span></span><span><span><span><span><span><span> Operator, Adnachiel can’t E2-promote, limiting his growth potential and his number of Skills. His niche--targeting ranged units--is usually not necessary, 2</span></span></span></span></span></span><span><span><span><strong><span><span>★</span></span></strong></span></span></span><span><span><span><span><span><span> Sniper Rangers is a better (and cheaper) choice for anti-air, and 3</span></span></span></span></span></span><span><span><span><strong><span><span>★</span></span></strong></span></span></span><span><span><span><span><span><span> Sniper Kroos has better general-purpose DPS. However, if you’re struggling to pick off some annoying ranged enemies—or if you’re just charmed by his quirky visual design—then Adnachiel may be useful to you.</span></span></span></span></span></span></p> |
D |
Explanation
Summary<span style="color:green;">+ Talent: Increased damage to flying targets makes his attacks really hurt drones<br> + Extremeley cheap to develop and deploy<br></span> <span style="color:red;"> - Weak against anything not flying (he is shooting nerf arrows)</span>Overview<p><span><span><span><span><em><span>“I have an unusual skin tone, you say? It came from back when I snuck into a biolab, and... Please, I'm joking around.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>An elderly albino Savras who is an expert at using the environment to his advantage. However, it’s not his educational lectures that capture the imaginations of the younger Operators at Rhodes Island, but his ability to spin a yarn after class is over. As a </span></span></span></span></span></span><span><span><span><strong><span><span>2* Starter Anti-Air Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>, the much-loved “Grandpa Rangers” boasts </span></span></span></span></span></span><span><span><span><strong><span><span>high attack speed</span></span></strong></span></span></span><span><span><span><span><span><span> and a Talent for taking down </span></span></span></span></span></span><span><span><span><strong><span><span>aerial targets</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a 2* Operator that cannot promote and has no Skills, Rangers may not look like much at first glance, but he’s actually quite skillful at his niche. He has a powerful Talent: </span></span></span></span></span></span><span><span><span><strong><span><span>Anti-Air Master</span></span></strong></span></span></span><span><span><span><span><span><span>, which dramatically increases his ATK when targeting aerial enemies. He is also notable for gaining attack speed from his Potential buffs. Since Anti-Air Snipers have a fast attack interval by default, the extra attack speed really helps his arrows fly!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite his Talent, Rangers does eventually fall behind higher-rarity Snipers who can promote and are much stronger against </span></span></span></span></span></span><span><span><span><span><em><span>all </span></em></span></span></span></span><span><span><span><span><span><span>incoming targets, flying or not. Rangers’ terrible HP and DEF also become an issue when enemy drones start shooting back. However, with his cheap DP cost and rapid-fire arrows, Rangers is a solid early-game Sniper who can shoot down enemy drones as if they were pigeons.</span></span></span></span></span></span></p> |
E |
Explanation
Summary<span style="color:green;"> + Talent: Can help Ranged Operators take down dangerous aerial enemies and avoid retaliation<br> + Extremely cheap to deploy<br></span> <span style="color:red;">- Talent: Generally considered a significantly worse option than Thermal-EX.<br> - Extremely long redeploy timer limits usage to one per battle.<br> - Unworkable stats.<br> - Very difficult to get Potentials for, which are important for her kit. Recruit-only after the first copy.</span>Overview<p><em>"Justice, ready!"</em></p> <p><span><span><span><span><span><span>Factory model “Justice Knight” has been updated to modern standards and placed back into commission to aid Rhodes Island! Traces of her old programming still remain and bring haunting sensations toward the surface… sensations that a human might call “fear.” What were the circumstances around her being decommissioned in the first place? Never mind! Move forward, only thinking of justice—that’s the “Justice Knight” way!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>“Justice Knight” is a </span></span></span></span></span></span><span><span><span><strong><span><span>1★ Marksman Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> with a lot of unusual utility. As a 1★ unit, she is a “</span></span></span></span></span></span><span><span><span><strong><span><span>Robot</span></span></strong></span></span></span><span><span><span><span><span><span>” type Operator: she does not count toward the Deploy Limit of a map, she has a very long redeployment time, and she automatically triggers her Talent as soon as she is deployed. That Talent is </span></span></span></span></span></span><span><span><span><strong><span><span>Justice Drive</span></span></strong></span></span></span><span><span><span><span><span><span>, and it grants reduced aggro to all ranged Operators in her attack range while also inflicting the Fragile effect on all flying enemies within her attack range. While she is a Robot, “Justice Knight” is also a Marksman Sniper, so her other purpose is delivering ranged attacks that prioritize flying enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In terms of direct combat potential, “Justice Knight” is very lacking. Her stats are terrible even for a 1★ unit, and there are multiple low-rarity Marksman Snipers whose combat abilities are much better. Her ability to cause Fragile is also of limited use, since Fragile effects do not stack and her application of the effect is comparatively weak—plus, she only applies it to aerial enemies. Her most unique value is her aggro reduction, but the effect’s short duration makes it tricky to use well. It’s also unlikely to be useful for experienced Doctors who are practiced at deployment order.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>“Justice Knight” is a unit who grows with her Doctor: she can help weaken flying enemies in the early game, forgive deployment order mistakes in the midgame, and pull off aggro tricks (or retire gracefully to the RIIC Base) in the later game. However, her contributions tend to be small and should not be relied upon too much.</span></span></span></span></span></span></p> <p> </p> |
Sniper AoE / Artilleryman
S |
Explanation
Summary<span style="color:green;">+ An Artilleryman (AoE Sniper) with a very strong damage potential, Fiammetta can provide a rare level of consistently high damage.<br> + Powerful pick in IS due to strong damage and relic interaction.<br> + S2: Low SP cost along with her talent means she can activate it frequently, and it has a more flexible (but still restrictive) range than S3.<br> + S3: If she can be well placed, it can dish out incredible amounts of damage with 100% uptime.<br> + Best buddies with Skadi the Corrupting Heart who can maintain her Vigor talent at no cost while also buffing her attack.<br></span> <span style="color:red;">- Counterintuitive talents make her awkward and unreliable. She will always need a support unit to be maximized, and she draws healing away from frontline units.<br> - Heavily map dependent due to restrictive ranges on her skills.<br> - S3: key damage spot is just barely over one tile wide and damage is subpar outside of that small area.<br> - Sound effects on S3 can get annoying when they play all the time, non-stop, for the entire map.<br></span>Overview<p><span><span><span><span><span><span>Fiammetta first appeared in Arknights way back in the Code of Brawl event, identified as her codename-of-the-month: “Suffering.” Being heartily sick of Laterano, her fellow Sankta, and the unending parade of codenames that were being forced upon her, Fiammetta has absconded to Rhodes Island (ostensibly to monitor Mostima, but more importantly, in search of some peace and quiet). As long as the Doctor doesn’t give her a ridiculous codename like “the Sacred Hunting Maniac,” Fiammetta is willing to help out as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Artilleryman Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> who emphasizes </span></span></span></span></span></span><span><span><span><strong><span><span>HP management</span></span></strong></span></span></span><span><span><span><span><span><span>, strikes at </span></span></span></span></span></span><span><span><span><strong><span><span>long range</span></span></strong></span></span></span><span><span><span><span><span><span>, and inflicts </span></span></span></span></span></span><span><span><span><strong><span><span>high AoE damage</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As an archetype, Artilleryman Snipers have high ATK, but suffer from low ASPD. Using her Talents, Fiammetta is ready to lean into her strengths and cover up her weaknesses. Her E0 Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Sufferer of Tribulations</span></span></strong></span></span></span><span><span><span><span><span><span>—gives her the ATK-increasing Vigor buff at certain HP thresholds, and her E2 Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Herald of Revelations</span></span></strong></span></span></span><span><span><span><span><span><span>—gives her bonus ASPD when she is not using a Skill.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>So if Fiammetta buffs her own ATK and ASPD, that would seem to make her better than any other Artilleryman Sniper, right? The catch is that </span></span></span><strong><span><span>Sufferer of Tribulations</span></span></strong><span><span><span> also constantly reduces Fiammetta’s HP. Although </span></span></span><strong><span><span>Sufferer of Tribulations</span></span></strong><span><span><span> will not reduce Fiammetta’s HP below 1, it </span></span><em><span>will</span></em><span><span> inevitably take her below the HP threshold she needs to maintain for her Vigor buff. In other words, it is impossible to keep Fiammetta’s Vigor buff active for more than a few seconds after deployment without healing from another Operator.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>If you can maintain Fiammetta’s Vigor buff, however, her Skills will put it to good use. Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>“Paenitete,”</span></span></strong></span></span></span><span><span><span><span><span><span> fires a projectile in a straight line that explodes at the end of her attack range and then immolates the line it fired along. (The explosion and the line of fire both do damage, but noticeably, the initial shot does </span></span></span></span></span></span><span><span><span><span><em><span>not</span></em></span></span></span></span><span><span><span><span><span><span> do damage.) Since </span></span></span><strong><span><span>“Paenitete”</span></span></strong><span><span><span> has the [Attacking Enemy] SP charge type, the bonus ASPD from the </span></span></span><strong><span><span>Herald of Revelations</span></span></strong><span><span><span> Talent helps this Skill be used more often.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Fiammetta’s S3, </span></span></span><strong><span><span>“Reponite,”</span></span></strong><span><span><span> is also the [Attacking Enemy] SP charge type. However, </span></span></span><strong><span><span>Herald of Revelations</span></span></strong><span><span><span> doesn’t influence it as much, because </span></span></span><strong><span><span>“Reponite”</span></span></strong><span><span><span> is an infinite-duration Skill that can be manually deactivated. While active, </span></span></span><strong><span><span>“Reponite”</span></span></strong></span></span></span><span><span><span><span><span><span> causes Fiammetta’s attacks to rain down </span></span></span></span></span></span><span><span><span><span><em><span>only</span></em></span></span></span></span><span><span><span><span><span><span> on the farthest tile of her range, landing with increased splash range, increased damage, and greatly increased splash damage.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>If you’re still thinking Fiammetta sounds better than any other Artilleryman Sniper to date, there are some flaws you may want to consider first. Fiammetta’s S2 is very slow to activate (since the initial shot does no damage), and it requires good timing and positioning to land both the explosion and the line of fire on the same target for maximum damage. Her S3 is even more particular, since it locks her range onto a single spot and only deals maximum DPS with the splash damage rather than the direct attack. The way Artilleryman Snipers are designed usually doesn’t result in enough DPS to burn down truly threatening enemies, and Fiammetta is no exception. Her damage potential is quite impressive, but enemies who are too strong to be blocked or who are immune to crowd-control effects will simply walk out of her ideal attack ranges, leaving Fiammetta ineffectually plinking away with her regular grenade launcher (and </span></span></span></span></span></span><span><span><span><span><em><span>that’s</span></em></span></span></span></span><span><span><span><span><span><span> not a sentence you often see).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>On the other hand, when Arknights is throwing a horde of dangerous enemies at you (for example, the flood of Scarlet Singers in the boss stage of IS#2), there’s definitely something to be said for dropping an infinite flood of long-ranged nukes from a safe distance. Fiammetta has no utility or survival techniques, but she sure does pack a lot of damage! If the rest of your team can heal her, protect her, and hold enemies at her ideal range(s), then Fiammetta’s purifying waves of fire are ideal for reducing entire armies into ashes. </span></span></span></span></span></span></p> <p dir="ltr"> </p> |
S- |
Explanation
Summary<span style="color:green;">+ Trait: Attacks do Physical AoE splash damage<br> + Talent: She gains Physical and Arts Dodge and becomes less likely to be attacked 10 seconds after deployment, which allows her to be placed later and still survive<br> + Her abilities focus on stuns, which is one of the strongest forms of crowd control<br> + S2: When there is downtime between waves, she can cover a large area with mines and continuously stun enemies as they approach<br> + S3: Huge AoE burst damage and a long duration stun on multiple enemies. Best used on large mobs of enemies huddled together<br> + Much easier to use than previous AoE snipers as she works well independently<br></span> <span style="color:red;">- Typically Archetypal drawbacks: Expensive to deploy and slow ASPD</span>Overview<p><em>"There are a few cute little operators who always grit their teeth when they look at me, but when are they gonna actually gonna do something... Kal'tsit already explained the situation? They’re dealing with it? The hell’s up with that? This place really should respect the importance of individual desires more. Just let ‘em do it because like, I’m totally bored anyway."</em></p> <p><span><span><span><span><span><span>Can it be?! A member of Reunion, Rhodes Island’s sworn enemies, helping the Doctor?! It can and it is! Fan favorite W has joined Rhodes Island (for her own nefarious purposes, no doubt) as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* AoE Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>, one who specializes in </span></span></span></span></span></span><span><span><span><strong><span><span>Stunning</span></span></strong></span></span></span><span><span><span><span><span><span> explosives and nefarious trickery. Would you want it any other way?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Any opponents who expect W to fight fair will be disappointed as soon as her Talents come into play. Her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Ambush</span></span></strong></span></span></span><span><span><span><span><span><span>, gives W enormous Physical and Arts Dodge and makes her less likely to be targeted by enemies. Ambush does take a few seconds before it activates, however, so try to deploy W with enough time to activate if she will be deployed in harm’s way. Her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Insult to Injury</span></span></strong></span></span></span><span><span><span><span><span><span>, causes Stunned enemies within her attack range to take increased physical damage. And as it just so happens, all of W’s Skills involve dealing physical damage and Stunning enemies.</span></span></span></span></span></span></p> <ol> <li><span><span><span><span><span><span>Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>King of Hearts</span></span></strong></span></span></span><span><span><span><span><span><span>, is a manual Skill that causes W’s next attack to deal a lot more damage and also Stun all enemies it hits. It’s easy to use and reliable, though it has a fairly long charge time for a single-attack Skill.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Jack-in-the-box</span></span></strong></span></span></span><span><span><span><span><span><span>, is an automatic Skill that replaces W’s next attack with a landmine that deploys on a grid within her attack range. When an enemy walks over it, it explodes, dealing AoE damage and Stunning all damaged enemies. The Skill charges quickly, but because you don’t place the landmines manually, you can end up with badly-placed landmines that don’t help you very much.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Skill 3, </span></span></span></span></span></span><span><span><span><strong><span><span>D12</span></span></strong></span></span></span><span><span><span><span><span><span>, is a manual Skill that places timebombs on multiple targets within W’s attack range. A few seconds later, the bombs explode, each one dealing AoE damage and Stunning all damaged targets. This Skill has the longest charge time of W’s Skills, but also the longest Stun duration, and it can destroy an entire wave in one shot if activated at the right time.</span></span></span></span></span></span></li> </ol> <p><span><span><span><span><span>Despite all her tricks, W suffers from the usual drawbacks of AoE Snipers: high DP cost and very slow attack speed. The slow attack speed is particularly galling, since W really wants to attack while enemies are Stunned, but most Stuns are rather short in duration. Fortunately, her <strong>Insult to Injury </strong></span></span></span></span></span><span><span><span><span><span><span>Talent can still benefit her allies even if W herself is between shots, making W a surprisingly good team player. Maybe she has secretly been nice all along!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>…naaaaah.</span></span></span></span></span></span></p> |
A- |
Explanation
Summary<span style="color:green;">+ AOE splash attack, Long range<br> + chance to crit for increased DMG<br> + Great for clearing out mobs of enemies<br> + With buffs can even clear out mobs of high DEF enemies<br></span> <span style="color:red;">- High DP cost<br> - Slow Attack Speed</span>Overview<p dir="ltr"><em>"Codename Meteorite, a freelance mercenary. I'm a Sarkazian, as you can see. You still wanna hire me in spite of that?"</em></p> <p dir="ltr">Meteorite isn’t known for her patience. She has a short fuse and will mercilessly blow up everything in her path to fulfill her duties. As the <strong>Sniper</strong> of Rhodes Island, Meteorite specializes in <strong>AoE Physical Damage</strong> & <strong>Debuffing </strong>enemies.</p> <p dir="ltr">Meteorite’s skill set showcases devastating damage towards grouped enemies. <strong>Buckshot</strong>, on top of a nice multiplicative ATK buff, grants Meteorite additional AoE range to reach even more targets, while <strong>High-Explosive Shell</strong>’s unique ability to reduce advancing unit defenses helps burst key targets. Her Talent, <strong>Blast Attachment Refit</strong>, is icing on the TNT, as it adds a potential “crit” effect, with a chance to increase the damage of each hit.</p> <p dir="ltr">Meteorite is a stellar Operator who finds a home in many squads. She boasts high physical attack, dishing enormous amounts of damage against groups of low armor targets. Against high armored enemies, she falls short since her arsenal doesn’t include any piercing or arts damage. However, she can use her High-Explosive Shell to immediately shred through a significant portion of their armor, giving physical allies a boost.</p>
Explanation
Summary<span style="color:green;">+ Talent: Grants a small boost in ATK and reduced DP cost on first deploy.<br> + S2: Throws out the chakram to the next attacked target, dealing physical damage over time and reducing movement. The chakram floats in position for a moderate amount of time dealing good damage and providing solid crowd control.<br></span> = While her Talent helps, her Archetype has high base DP cost, so it is still costly to deploy her.<br> <span style="color:red;">- S2: has on-attack SP charging. With her poor attack speed this can take quite a while to charge up without an SP battery.</span>Overview<p><span><span><span>Jieyun was a simple desert dweller who lived northwest of Yan for a long time, until she became infected with Oripathy and needed to come to Rhodes Island for treatment. Living in the desert, she became a crack shot with the giant chakram she carries for protection, which made her a natural fit as a <strong>5* Artilleryman Sniper </strong>who <strong>places her chakram</strong> in different locations so she can <strong>damage and Slow</strong> all enemies in its area.</span></span></span></p> <p><span><span><span>A traveler must always be careful when first setting foot in the desert, because if you make a mistake, you may not survive long enough to get a second chance. Jieyun therefore always comes out the gate well-prepared by using her <strong>First Step into the Wilderness</strong> Talent, which gives her increased ATK and reduced DP cost for her first deployment on any map. Since Artilleryman Snipers already have high ATK, this boost can be very noticeable, especially in combination with her <strong>Dusting Off</strong> S2. When <strong>Dusting Off</strong> is activated, Jieyun flings her chakram to a set position in front of her, where it spins for several seconds, dealing Physical damage and Slowing all enemies around it. (Note that Jieyun cannot attack while <strong>Dusting Off</strong> is active. She can’t throw her chakram if it’s already levitating in midair fifteen feet away, can she?)</span></span></span></p> <p><span><span><span>Jieyun’s kit is simple and effective, but it’s also not exactly new as far as Arknights Operators are concerned. There are plenty of other Operators who can fill the role of “AoE damage + Slow,” some of them with bonus utility added on, others at a lower investment price point. As a 5* unit, Jieyun can be more expensive than her utility necessarily justifies for some Doctors. On top of that, <strong>First Step into the Wilderness</strong> becomes useless if Jieyun dies or needs to be retreated even once, and <strong>Dusting Off</strong> uses the [When Attacking] SP charge type and thus can take a long time to activate (especially since Artillerymen have terrible ASPD). None of this invalidates Jieyun as a unit, however, especially as an easily-obtainable welfare unit. <strong>Dusting Off</strong> has high damage potential as long as enemies are kept within its range, and <strong>First Step into the Wilderness</strong> helps alleviate her high DP cost early in a map when it matters the most. The nature of <strong>Dusting Off</strong> makes it great for holding chokepoints, too. Is she the most powerful Operator in Arknights? No, not by a long shot. But is she good anyway? Certainly.</span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Trait: AOE attack with large range<br> + S1: Extended Range provides unique and exceptional reach<br> + S2: Inflicts Arts DMG which is great for killing high-DEF enemies<br> + S2: Slow offers additional utility<br></span> <span style="color:red;">- Doesn't prioritize flying units, so often cannot be relied on to eliminate them<br> - Very high deployment cost<br> - Slow Attack Speed</span>Overview<p><span><span><span><span><em><span>“Understood.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Who is this laconic, white-furred mercenary? What is her real purpose in Rhodes Island? And why does she carry around giant shuriken that are bigger than she is? Well, at least we have an answer for that last one: Shirayuki is a </span></span></span></span></span></span><strong>4★</strong><span><span><span><strong><span><span> AoE Sniper</span></span></strong><span><span><span> who is able to use a variety of impressive techniques with her giant shuriken, including </span></span></span></span></span></span><span><span><span><strong><span><span>Slowing</span></span></strong></span></span></span><span><span><span><span><span><span> enemies and </span></span></span></span></span></span><span><span><span><strong><span><span>dealing Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span> to them.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>AoE Snipers have many valuable qualities. In addition to their regular attacks dealing AoE splash damage, they tend to have high base ATK and a 3x5 attack range after E2 promotion. Shirayuki delivers on these qualities in spades and uses her abilities to bolster the power of her attacks even further. Her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Heavy Shuriken</span></span></strong></span></span></span><span><span><span><span><span><span>, further increases her base ATK, and her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Shuriken</span></span></strong></span></span></span><span><span><span><span><span><span>, increases her attack range by +2 grids while active. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Fatal Shuriken</span></span></strong></span></span></span><span><span><span><span><span><span>, plays up the traditionally mystical nature of Japanese ninjutsu: it causes her regular attacks to leave giant spinning shuriken on the battlefield, which inflict Arts damage and a Slow debuff on any enemy they touch.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Because she can do physical or Arts damage as she desires (albeit not at the same time), Shirayuki is a fantastically versatile Operator. The one quality she lacks is burst damage: neither her Skills nor her Talent give her the kind of damage spike you might want to handle waves of difficult enemies. However, her DPS is reliable, and being able to deal Arts damage allows her to tear through high-DEF enemies that other Snipers would struggle to dent (armored drones, anybody?) It’s no surprise that Princess Fumizuki puts so much faith in Shirayuki’s battle prowess, and Doctors should feel free to do the same.</span></span></span></span></span></span></p> <p> </p> |
B |
Explanation
Summary<span style="color:green;">+ Archetype: AOE Splash attacks, long attack range<br> + Talent: When deployed, blocked enemies receive increased Physical Damage from ALL Operators<br> + Extremely high potential damage when buffed<br> + Good duration Skills with decent SP costs<br></span> = Good synergy with teams that block large groups of enemies<br> <span style="color:red;">- Unlike other AoE Snipers, he has no abilities that increase the area size of this splash attacks.<br> - S2: Can be difficult to achieve its full potential, as it can miss fast moving enemies or get wasted on an enemy that dies before it can explode</span>Overview<p><em>Story and quote translations provided by Harezora of r/Arknights</em></p> <p><span><span><span><span><span><span>Sesa made a name for himself on the black market by “adjusting” the Originium weapons of wealthy clients, and for his own reasons he’s now assisting Rhodes Island as a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★<span><span><span><strong><span><span> AoE Sniper</span></span></strong><span><span><span>. The legality of his modified shotguns and grenade launchers may be in question, but their effectiveness is not; Sesa’s arsenal dishes out not only heavy </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> but also </span></span></span></span></span></span><span><span><span><strong><span><span>debuffs</span></span></strong></span></span></span><span><span><span><span><span><span>, including the rare ability to </span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##ASPD-Debuff##stats"><strong><span><span>reduce enemy attack speed</span></span></strong><span><span><span>.</span></span></span></a></span></span></span></p> <p><span><span><span><span><span><span>You should never turn your back on Sesa, as his enemies quickly learn to their detriment. His Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Vulnerability Deconstruction</span></span></strong></span></span></span><span><span><span><span><span><span>, increases the physical damage taken by all Blocked enemies; get distracted by Sesa’s allies and you’ll find yourself in a world of pain. Be especially concerned when Sesa uses his Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Delayed Concussive Parts</span></span></strong></span></span></span><span><span><span><span><span><span>, which changes his regular attack into a delayed-action grenade that deals massive damage and also debuffs the attack speed of affected enemies. Sesa wants Blocking Operators to stay alive so that the team can keep taking advantage of his Talent, and reducing enemy attack speed can go a long way to helping them survive.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Sesa is not without weaknesses, much as he may try to hide them. He struggles against high-DEF foes, since his kit lacks armor-piercing or Arts damage, and some enemies cannot be blocked, which neutralizes the bonus damage from his Talent. He’s not ideal for every situation, but when you need somebody to pick on the weak and vulnerable en masse, Sesa is happy to volunteer for the job. </span></span></span></span></span></span></p> |
C |
Explanation
Summary<span style="color:green;">+ AOE splash attack, Long Range<br> + A cheaper alternative to ShiraYuki<br> + A good unit to bring into Annihilation 2 to clear out mobs<br> + Skill increases splash of her attack to the size of Meteorite's S1 for a decent duration<br></span> <span style="color:red;"> - The cheaper costs comes with much lower ATK<br> - No ATK modifiers or special utility makes all other AoE Snipers generally more useful<br> - Slow Attack Speed</span>Overview<p dir="ltr"><em>"Relax, I set a whole bunch of traps right where the enemy's gonna be running. What? They didn't step in any of them? No way!"</em></p> <p dir="ltr">Though she is a bit of a rebellious troublemaker, Catapult has never neglected her duties. Mind you, she does have a tendency to blow stuff up when she’s upset…. Accidental property damage aside, Catapult is a 3★ Operator with the typical AoE Sniper attributes of extended attack range, high Attack, slow Attack Speed, and high Deployment cost.</p> <p dir="ltr"><strong>Lightweight</strong>, Catapult’s Talent, reduces her DP cost by 1. Since AoE Snipers are generally expensive to deploy, this may make her worth considering even over higher-rarity options for maps with tight DP restrictions. Catapult’s one and only Skill, <strong>Blast Range Up 𝛂</strong>, increases the Area of Effect of her attacks -- useful on maps where enemy groups are spaced such that the increased splash range is significant (like Annihilation: Lungmen Outskirts).</p> <p dir="ltr">Catapult’s major shortcomings stem from her low rarity. Lower base stats and the lack of an E2 upgrade mean she won’t have a place on your late-game roster. For early game, however, you may find that her cheap investment costs and knack for blowing stuff up is exactly what you need to help you progress.</p> <p dir="ltr">For some more detailed analysis, see our <a href="https://gamepress.gg/arknights/guide/arknights-new-operator-spotlight-catapult">Operator Spotlight: Catapult</a>.</p> |
Sniper Boomstick / Spreadshooter
EX |
Explanation
Summary<span style="color:green;">+ A Spreadshooter Sniper that deals some of the highest physical AOE damage in the game<br> + Great flexibility with skill use since they use ammo instead of skill durations. This allows ALL Skill attacks to get utilized (none are wasted by lacking enemies in range) and a more controllable cycle because of manual deactivation.<br> + Talent 1: Great for herself, and good when paired with other Snipers that use ammo as theres a chance that the ammo doesn't get consumed on attack<br> + S1: A decent fast-charging consistent DPS skill<br> + S2: decent damage and can be activated quickly after deploy. When fully charged this skill has great uptime and lasts for a very long time. great AOE crowd control with enemy movement slowing and DEF debuffing.<br> + S3: Her best Skill. Pretty much does anything that S1 or S2 can do, and does it better. Provides massive AOE damage, increased range and the best version of her slowing and DEF decreasing effects. <br></span> <span style="color:red;">- Typical Archetypal drawbacks of high DP Cost and slow ASPD</span>Overview<p><em>"Ch'en, back from holiday in Dossoles. I've got quite a few reports to write about the holiday, so I just stopped by to say hello, Doctor. Call me if you're going on a mission, the holiday is over and it's business as usual."</em></p> <p><span><span><span><span><span><span>Ch’en has a tendency to get too obsessed with her work, and as such her boss, Lady Fumizuki, ordered her to go on vacation to Dossoles. On the one hand, Ch’en put on a swimsuit and got some much-needed distance from her problems back in Lungmen. On the other hand, Ch’en also got embroiled in local riots and killed a bunch of people with a squirt gun. Now she is Ch’en the Holungday, a summer Alter version of Ch’en. As a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Spreadshooter Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>, she fights by </span></span></span></span></span></span><span><span><span><strong><span><span>slowing movement speed</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>debuffing DEF</span></span></strong></span></span></span><span><span><span><span><span><span>, and dealing downright </span></span></span></span></span></span><span><span><span><strong><span><span>unlawful levels of Physical damage</span></span></strong></span></span></span><span><span><span><span><span><span> to enemies. You can lead a dragon to a vacation, but you can’t make it relax.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Ch’en the Holungday (or Chalter, as she is sometimes called) is a Spreadshooter Sniper, so she has a very short attack range and slow ASPD. On the plus side, she hits all enemies within her range every time she attacks and she deals bonus damage to enemies in the row in front of her. She also has an Ammo system similar to that of</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/ash"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Ash’s</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> S2. When Chalter activates a Skill, she gains a certain amount of Ammo; the effects of the Skill will then trigger on her next attack and consume some of the Ammo. When Chalter runs out of Ammo, the Skill ends (though her Skills can also be manually deactivated at any time). Her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Frugality</span></span></strong></span></span></span><span><span><span><span><span><span>, gives her a chance not to consume Ammo, extending the number of times she can attack before her Skill ends… and at E2, the Talent’s effect expands to encompass other deployed Snipers with Ammo Skills as well (albeit with a lower activation chance). One of the greatest advantages of Ammo is the degree of control it gives the player over Skill duration. Ammo isn’t “wasted” when enemies aren’t present and it can be manually deactivated to control Skill cycling, and you can be sure that Chalter puts this mechanic to full use.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>So what can Chalter do with her Ammo? First there’s her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>High Pressure Splash</span></span></strong></span></span></span><span><span><span><span><span><span>, an [Attacking Enemy] Skill that increases Chalter’s ATK for the duration and applies her Trait’s bonus damage to all enemies within her range. Then there’s her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>“Night of Violet,”</span></span></strong></span></span></span><span><span><span><span><span><span> which causes her attacks to leave a corrosive puddle on the ground that Slows enemies and reduces their DEF by a flat amount. (This Skill can be Overcharged like</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/carnelian"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Carnelian’s</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> Skills to greatly increase the amount of Ammo it generates upon usage.) </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>But let’s be honest: there’s really no point in using either of these Skills, since her S3 combines all the same effects and makes them </span></span></span></span></span></span><span><span><span><span><em><span>even stronger</span></em></span></span></span></span><span><span><span><span><span><span>. </span></span></span></span></span></span><span><span><span><strong><span><span>“Holiday Storm,”</span></span></strong></span></span></span><span><span><span><span><span><span> Chalter’s S3, increases Chalter’s ATK, applies her Trait’s bonus damage to all targets, Slows enemies, and reduces their DEF… while </span></span></span></span></span></span><span><span><span><span><em><span>also</span></em></span></span></span></span><span><span><span><span><span><span> increasing her attack range and causing her attacks to hit twice. </span></span></span></span></span></span><span><span><span><strong><span><span>“Holiday Storm”</span></span></strong></span></span></span><span><span><span><span><span><span> generates 32 Ammo and consumes 2 Ammo per shot (since Chalter is attacking twice,) so it lasts for 16 attacks… or even longer, if Chalter’s Talent triggers a few times along the way.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In most cases, there is some drawback to an Operator with this much firepower. Mudrock can’t be healed by allies; Surtr’s S3 inevitably kills her; SilverAsh’s S3 has a long cooldown. Chalter, on the other hand, is above such petty considerations as “drawbacks” or “balance.” </span></span></span></span></span></span><span><span><span><strong><span><span>“Holiday Storm”</span></span></strong></span></span></span><span><span><span><span><span><span> has a reasonably short cooldown, doesn’t waste shots if there are no enemies in her range, can be manually deactivated if desired, and has no disadvantages when used. In return, it absolutely obliterates enemies down to the last atom. Yes, there are some small limitations to Chalter’s power—her high DP cost comes to mind, as does the limited Spreadshooter Sniper attack range—but in her role of dealing AoE Physical damage, Ch’en the Holungday is without peer.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Pinecone is a dps-oriented Boomstick Sniper with increased SP Recovery<br> + S1: Good burst DPS skill. Good DEF ignore, but the SP cost per charge and damage multiplier are mediocre. The skill can be used to reset her attacks.<br> + S2: Good DPS once it is fully charged up.<br> + Talent: enables her to quickly charge her Skills after deployment.<br></span> <span style="color:red;">- Talent: SP recovery bonus only lasts for a minute after deploying.<br> - S2: With her high DP cost its going to be difficult to place her early enough to full charge her skill on most maps. This issue is further compounded by the reduced range.</span>Overview<p><span><span><span><span><span><span>Pinecone was born in a tiny town out on the Columbian frontier, where the forests were filled with pine trees and the air was filled with the roar of industrial machinery. Some Operators are worried that Pinecone is too small and naïve to be part of Rhodes Island, but this little Liberi is tougher than she looks. She takes everything in stride, whether it’s fixing the air conditioning, finding a new portable battery, or loading up her nailgun as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Boomstick Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> for some </span></span></span></span></span></span><span><span><span><strong><span><span>DEF-ignoring DPS</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The characteristics of the Boomstick Sniper include a short attack range, true AoE attacks, and 150% bonus damage to adjacent enemies. As she does with everything else, Pinecone takes these conditions in stride and adds her own personal touch: her </span></span></span></span></span></span><span><span><span><strong><span><span>Portable Energy Source </span></span></strong></span></span></span><span><span><span><span><span><span>Talent, which gives Pinecone greatly increased SP regeneration for a decent duration after deployment. This Talent helps Pinecone quickly rack up charges of her </span></span></span></span></span></span><span><span><span><strong><span><span>RMA Spikes</span></span></strong></span></span></span><span><span><span><span><span><span> Skill, which boosts Pinecone’s ATK and ignores a portion of enemy DEF for the next attack. </span></span></span></span></span></span><span><span><span><strong><span><span>RMA Spikes</span></span></strong></span></span></span><span><span><span><span><span><span> charges are manually activated, giving the player great control over applying Pinecone’s burst damage. If you need more DPS over a smaller area, turn instead to Pinecone’s S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Electrical Overcharge</span></span></strong></span></span></span><span><span><span><span><span><span>, an automatic Skill that reduces Pinecone’s attack range for a short time in exchange for an ATK buff. The trick is, the ATK buff increases each time the Skill activates (up to a cap). Given a bit of time and a convenient chokepoint, Pinecone’s </span></span></span></span></span></span><span><span><span><strong><span><span>Electrical Overcharge</span></span></strong></span></span></span><span><span><span><span><span><span> DPS can inflate to </span></span></span></span></span></span><span><span><span><span><em><span>shocking</span></em></span></span></span></span><span><span><span><span><span><span> levels.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Unfortunately, the characteristics of the Boomstick Sniper also include a high DP cost and a slow ASPD. The short attack range also means they rely on having enemies funneled into chokepoints, leaving them fairly map-dependent. Pinecone isn’t one to rock the boat, so she bears these disadvantages just like the rest of her archetype. However, as a 4* unit, she is slightly more affordable and accessible than her higher-rarity counterparts, and the way her Skills lean into her strengths make her very effective in those chokepoints. A little goes a long way, especially when this lovable Liberi is involved!</span></span></span></span></span></span></p> <p> </p> |
B |
Explanation
Summary<span style="color:green;">+ Talent: Attacks ignore set amount of DEF<br> + Trait: True AoE physical damage to all enemies in range. Different from other AoE Snipers that do splash.<br> + Trait: Deal 150% dmg to enemies in nearest row. <br> + Niche, but not as reliant on buffers or gimmicks thanks to S1, which allows him to hit for 2k+ DMG per attack unbuffed<br> + Especially with buffs S2 hits like a truck because of his great ATK multipliers <br> + Very durable with high DEF and HP for a sniper<br></span> <span style="color:red;">- Very high DP Cost<br> - Short range and Slow attack speed</span>Overview<p><em>"I can complete any commission, whether it is killing a living person on behalf of the dead, or creating a dead person on behalf of the living."</em></p> <p><span><span><span><span><span><span>Executor’s codename comes from his position as an </span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/Executor"><span><span><span><span><span><span><span>executor</span></span></span></span></span></span></span></a><span><span><span><span><span><span> (not </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/schwarz"><span><span><span><span><span><span><span>executioner</span></span></span></span></span></span></span></a><span><span><span><span><span><span>!) of the legal duties for the Rutland Notary organization. Judging from his paperwork, he leads a boring life, pursuing one legal matter after another. However, his shotgun tells another story: one where he participates in Rhodes Island operations as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> who combines </span></span></span></span></span></span><span><span><span><strong><span><span>AoE attacks</span></span></strong></span></span></span><span><span><span><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>short range</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>defense-ignoring </span></span></strong></span></span></span><span><span><span><span><span><span>properties.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>With every shotgun blast, Executor attacks all enemies in his range. He does bonus damage to enemies in the row adjacent to him, and his Talent, </span></span></span></span></span></span><strong>Final Modification</strong><span><span><span><span><span><span> further increases his DPS by ignoring a flat amount of enemy DEF. Flat DEF penetration is a rare ability, and it makes Executor a stronger counter to armored enemies than most Snipers. His Skill 1, </span></span></span></span></span></span><strong>Muzzle’s Elegy</strong>,<span><span><span><span><span><span> buffs his ATK and grants his Trait damage bonus to his entire Range. However, let’s be real: the appeal of Executor is in his Skill 2, </span></span></span></span></span></span><strong>Final Journey</strong>, <span><span><span><span><span><span>where he pulls out a second shotgun and sentences his enemies to Bullet Hell, increasing attack speed and dealing damage twice per shot.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>To make up for the power of his full Range AoE DEF-penetrating blasts, Executor pays with one of the shortest attack ranges among Snipers. He will have to get up-close and personal with his enemies, and not all maps have good spots for him to attack from. The finicky damage bonus from his Trait makes it even more important (and even more complicated) to place him well. However, don’t let the fine print distract you from using this handsome fallen angel to the best of his ability. You won’t be disappointed in the results.</span></span></span></span></span></span></p> |
C+ |
Explanation
Summary<span style="color:green;">+ Archetype: Boomstick Sniper that deals AoE mixed Physical and Arts damage to all enemies in Attack Range<br> + Talent: Attacks on unblocked enemies apply a DoT effect dealing a percent of ATK as Arts damage per second for 3s<br> + S2: Attacks can Bind enemies for up to 1.5s, which when combined with other crowd control can stall enemies quite well.<br> + The "Aosta" meme<br></span> <span style="color:red;">- Hard to use even within his own niche due to his small attack range and need for enemies to be unblocked<br> - S2: Poor skill up time<br> - Very high DP cost</span>Overview<p><span><span><span><span><em><span>“Chiave’s personality, sometimes I also wonder, how does he live until today without anyone beating him to death?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>The final member of the power trio of Aosta,</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/broca"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Broca</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, and</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/chiave"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Chiave</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, Aosta is the brains of the operation to go with Broca’s muscle and Chiave’s heart. Thoughtful, reliable, and cautious—the perfect balance to Chiave’s hotheaded exuberance—it was inevitable that Aosta would follow his buddies to Rhodes Island. He’s quickly made himself indispensable as an armor designer, clothes tailor, and </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Boomstick-(Close-Range-AoE)##null##cn##stats"><span><span><span><strong><span><span><span><span>Boomstick Sniper</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> who metes out </span></span></span></span></span></span><span><span><span><strong><span><span>damage over time</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Bind effects</span></span></strong></span></span></span><span><span><span><span><span><span> upon his enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Aosta comes to the field armed with a wide-spread nail gun and the usual Trait of Boomstick Snipers: his attacks are true AoE, damaging all enemies within his attack range, and he deals bonus damage to enemies in the row directly in front of him. His Talent loads his gun with </span></span></span></span></span></span><span><span><span><strong><span><span>Sharp Nails</span></span></strong></span></span></span><span><span><span><span><span><span>, causing a Bleed effect (deals </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Arts-Ability-(Phys-Attacker)##stats"><span><span><span><span><span><span><span><span>Arts damage</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> over time) when he hits unblocked enemies. When you need to kick it up a notch, activate his </span></span></span></span></span></span><span><span><span><strong><span><span>Shadow Nails</span></span></strong></span></span></span><span><span><span><span><span><span> Skill, which slows his rate of fire but increases his ATK, doubles the damage from his Talent, and adds a </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Bind##stats"><span><span><span><span><span><span><span><span>Bind</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> effect to his attacks. Because his Talent both has its effect directly increased and also benefits from the ATK buff, this Skill dramatically increases the Bleed damage from </span></span></span></span></span></span><span><span><span><strong><span><span>Sharp Nails</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Because so much of Aosta’s damage comes from the Bleed of </span></span></span></span></span></span><span><span><span><strong><span><span>Sharp Nails</span></span></strong></span></span></span><span><span><span><span><span><span>, it’s important not to Block enemies in his attack range. This means Aosta is a good addition to a no-Block strategy, especially with the Bind effect from </span></span></span></span></span></span><span><span><span><strong><span><span>Shadow Nails</span></span></strong></span></span></span><span><span><span><span><span><span>. However, keep in mind you can’t rely on </span></span></span></span></span></span><span><span><span><strong><span><span>Shadow Nails</span></span></strong></span></span></span><span><span><span><span><span><span> too much. Even at M3, the Skill has pretty low uptime, it increases his already-long attack interval, and the Bind doesn’t last for very long. It’s a strong Skill, but Aosta really needs help from the rest of his squad to make the most of it. After all, that’s why he’s been part of a team for so long, right?</span></span></span></span></span></span></p> <img alt="Aosta Meme" data-align="center" data-entity-type="file" data-entity-uuid="da5547f6-cc39-415d-8b5d-2bf4ead6eacf" src="/arknights/sites/arknights/files/inline-images/AostaMeme.png" /> <p> </p> |
Sniper Close Range / Heavyshooter
S+ |
Explanation
Summary<span style="color:green;">+ A high powered close range sniper with a deployable that expands her range<br> + Talent: Has access to Typewriter (deployable) that mimics her skills and reduces enemy DEF. Typewriter is invulnerable so it can be used to safely snipe at tough enemies without putting Pozyomka in danger<br> + S1: Infinite duration ATK boost with a fairly low SP cost.<br> + S2: Turns her Typewriter into a quick deploy sniper. You can store up to two charges and then quickly use them.<br> + S3: The default choice in most situations. Great for assassinating bosses or elite enemies. It has a long uptime, making it good against durable enemies or bosses with multiple forms.<br></span> <span style="color:red;">- S2: Cannot be used unless something is in range of the unit herself. Unless both she and her deployable are hitting the same unit, the damage isn't very strong and will struggle to take out moderately durable enemies.<br> - Can be difficult on some maps to find deployment room for both her and her Typewriter to target the same enemy<br></span>Overview<p><span><span><span><em>“I didn't make myself clear enough when I asked a smith in Cragedge City to craft a pen for me, and... that's how I ended up with this crossbow.”</em></span></span></span></p> <p><span><span><span>Pozyomka is a Lupo noblewoman who has become a representative for the underground city of Durin. There’s undoubtedly a story behind how a Lupo becomes a representative for the Durin, but Pozyomka isn’t going to be able to write it down. Recently she went out to commission a typewriter to pursue her literary interests, but somehow she came back with an automatic crossbow instead. Now she’s stuck being a <strong>6* Heavyshooter Sniper</strong> who writes up <strong>ludicrous amounts of burst damage</strong> using her… er… “Typewriter.”</span></span></span></p> <p><span><span><span>All of Pozyomka’s kit revolves around her “Typewriter” (and if you had a crossbow that could print books, yours probably would too). Her E0 Talent, <strong>Automatic Typewriter</strong>, allows her to deploy the “Typewriter” on the field as a separate unit that doesn’t take up a deployment slot. It powers up at E2, when Pozyomka’s <strong>Weakpoint Shorthand</strong> Talent causes the “Typewriter” to debuff the DEF of enemies it hits (with a greater effect if the “Typewriter” is deployed next to Pozyomka).</span></span></span></p> <p><span><span><span>The “Typewriter” uses the same Skill as Pozyomka, which is the secret to her incredible burst damage potential. Her S2, <strong>Synopsis</strong>, passively halves the “Typewriter’s” redeploy time and can be actively triggered to cause Pozyomka and the “Typewriter” to fire three immediate shots with greatly increased damage. If one enemy is caught in all six shots, the results can be boneshattering. And yet this Skill pales in comparison to her S3, <strong>Mighty Pen</strong>. <strong>Mighty Pen</strong> combines increased attack range, faster attack interval, and a positively ridiculous damage buff that is further increased when attacking a target directly in front of the user. And it activates on both Pozyomka and her “Typewriter” at the same time. Let’s just say Pozyomka has a lot of obituaries to print up after using this Skill.</span></span></span></p> <p><span><span><span>It's hard to find much to criticize about Pozyomka. She’s quite strong on her own, and her “Typewriter” essentially doubles her potential. Her Skills have very good uptime considering how strong they are, and the DEF debuff from <strong>Weakpoint Shorthand</strong> even gives her some team utility. The “Typewriter” cannot be attacked by enemies, so not only is it a potent buff to Pozyomka’s performance, it can be deployed deep into enemy territory to annihilate targets from complete safety. If you thought the pen was mightier than the sword, just wait until you see what the typewriter can do.</span></span></span></p> |
S |
Explanation
Summary<span style="color:green;">+ Talent: When attacking, chance to crit for increased damage and decrease enemy DEF for a short duration<br> + E2 Talent: When deployed with at least 1 other sniper, all Snipers gain ATK<br> + A good companion to Exusiai as she can kill heavy DEF units that Exusiai can't<br> + High ATK and damage multipliers<br> + Tops the Physical dps charts vs enemies with medium+ DEF<br> + S3: Guaranteed critical burst<br></span> <span style="color:red;">- High DP cost<br> - Short attack range <br> - S3: Range narrows to a frontal line and slightly Slower ASPD</span>Overview<p><em>"My expertise? Killing and protecting people. Oh, and making tea. Don't be so shocked. After all, Lady Ceylon is... Anyway, I'm good at that."</em></p> <p><span><span><span><span><span><span>Embodying the sleek grace and killing power of the black panther, it’s no surprise that Schwarz is a hugely popular Operator. But no stalkers, please:</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/ceylon"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span>she’s taken</span></span></span></span></span></span></span></a><span><span><span><span><span><span>! Fans will have to settle for appreciating her prowess as a 6* </span></span></span></span></span></span><span><span><span><strong><span><span>Close Range Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>, and it’s worth appreciating: Schwarz might be one of the more powerful </span></span></span></span></span></span><span><span><span><strong><span><span>dedicated</span></span></strong></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><strong><span><span>boss-killer</span></span></strong></span></span></span><span><span><span><span><span><span> units in Arknights.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The boss-killing begins with Schwarz’s first Talent, <strong>Armor Penetration Arrow</strong>. It randomly triggers when she attacks, increasing the damage of her shot (a “crit” effect) and after promotion to E1, debuffing the DEF of her target. All of Schwarz’s Skills revolve around increasing the activation chance of this Talent. Her </span></span></span></span></span></span><span><span><span><strong><span><span>Skill 1, Charged Shot,</span></span></strong></span></span></span><span><span><span><span><span><span> is an auto skill that increases the chance dramatically and adds a large ATK buff every few shots, making it great for consistent damage output. Her </span></span></span></span></span></span><span><span><span><strong><span><span>Skill 2, Sharp Eye,</span></span></strong></span></span></span><span><span><span><span><span><span> grants less of an ATK and Talent activation buff, but every shot during its duration gains the effect, making it better for burst or heavy-action periods. With its SP cost and duration, this skill has great up-time. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Her </span></span></span></span></span></span><span><span><span><strong><span><span>Skill 3, Final Tactics</span></span></strong></span></span></span><span><span><span><span><span><span>, however, is where Schwarz gains her reputation. It changes her attack range to a long, narrow line (who’s Close Range now, bitch?!) and gives a 100% chance to trigger her Talent, guaranteeing huge numbers with every shot. This Skill also charges ridiculously quickly, has great up-time for how powerful it is, and packs a huge ATK buff in the bargain. Even though it </span></span></span></span></span></span><span><span><span><span><em><span>does</span></em></span></span></span></span><span><span><span><span><span><span> force her to attack straight ahead, which can limit her deployment, it is still her marquee Skill.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>While Schwarz can become one of the most potent boss-killers in Arknights, she does have limitations you’ll have to work around, mostly in terms of deploying her. As a Close Range Sniper, her DP cost is extremely high compared to standard Anti-Air Snipers, and choosing a good position for her is difficult due to her short default range and her very specific S3 range. However, finding that perfect vantage point will all be worth it once Schwarz is disemboweling bosses and bathing in their blood.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ With ATK modifiers from Skills and crit Talent she can output crazy damage under the right conditions<br> + Excellent physical damage option against beefier opponents<br></span> <span style="color:red;">- The conditions on her skills can be limiting<br> - Limited ability to deal with flying units<br> - High DP Cost<br> - Short Range and slightly slower Attack Speed </span>Overview<p dir="ltr"><em>"I'm Provence, your average disaster relief worker. Hmm, why are you staring at me like that? Interested in my tail?"</em></p> <p dir="ltr">Are you up to the challenge? This fluffy relief worker is known for her High Accuracy Point Blank assassination killshots for any enemy that dares to get close. The Catastrophe Messenger of Rhodes Island, Provence, specializes in <strong>DPS</strong> and finishing off low health targets. </p> <p dir="ltr">Provence has a short range for a Sniper, which she makes up for with high ATK and burst potential. Her Talent, <strong>Hunter’s Arrow</strong>, gives her a chance to deal insane burst damage. <strong>Skill 1 - Wolf’s Eye</strong> is a passive skill (always active) that increases her damage against weakened enemies (with low health), allowing her to mercilessly execute them. <strong>Skill 2 Prey Seeker</strong>, on the other hand, gives Provence a huge damage boost and, combined with her talent usage, allows her to put up impressive DPS numbers. </p> <p dir="ltr">Provence has many limitations as a Sniper which often make her a niche Operator to use. She doesn’t prioritize airborne targets, lacks the typical Sniper range, and cannot attack full health targets during Skill 2 activation. However, in conditions where these limitations do not hinder her effectiveness, she can achieve one of the highest DPS in the game, ensuring that any foe who dares to get close will be obliterated where they stand.</p> |
B+ |
Explanation
Summary<span style="color:green;">+ S2: High Physical damage potential on a relatively short cooldown.<br> + Module: Dodge ignore is rare, and area-of-effect dodge ignore is even more rare.<br></span> <span style="color:red;">- S2: Damage drops off rapidly with range, limiting where she can be effectively used.<br> - Module: Dodge ignore is nice, but content dependent and will frequently not be useful.<br></span>Overview<p><span><span><span><em>“The medicine in my earrings? This isn't a medicine. it's a perfume I mixed myself. A highly concentrated perfume can induce... emotions that run opposite to hostility. It comes in handy in dangerous situations. As for the lower concentration I have here... It can, er, alleviate carsickness. I tend to get pretty carsick.”</em></span></span></span></p> <p><span><span><span>Melanite made quite a splash when she first joined Rhodes Island. First she sat in the HR office and stared at the operators there until they got nervous and went to get their superiors rather than deal with her directly. Then she singlehandedly destroyed the enemy forces on her first field test, leaving the other cadets with nothing to do except clean up the remains. And finally, during the celebratory drinks after this successful mission, she got hit on by Midnight, panicked completely, and held him at railgun-point until interference arrived to deescalate the situation. Despite her dramatic lack of social skills, Melanite’s skill with that railgun certainly justifies her classification as a <strong>5* Heavyshooter Sniper</strong> who does <strong>close-range AoE damage</strong> and <strong>ignores Physical Dodge</strong>.</span></span></span></p> <p><span><span><span>Melanite’s kit is extremely simple but quite effective at what it does. Her goal is to spam her <strong>Critical Burst</strong> S2 repeatedly, dealing gigantic Physical damage in a line-shaped AoE in front of her, with the maximum damage being dealt to the tile directly in front of her and the damage falling off as the distance increases. <strong>Critical Burst</strong> synergizes well with her <strong>Calibrating Parameters</strong> Talent, which increases the damage of her Skills after she has activated a Skill once. Since <strong>Critical Burst</strong> is a manual Skill that can hold multiple charges, <strong>Calibrating Parameters</strong> can be very quickly triggered and Melanite can reap the benefits for the rest of her deployment. Even better, her Module allows her to ignore Physical Dodge when attacking enemies that are directly in front of her, granting her a small but useful utility niche for combating evasive enemies.</span></span></span></p> <p><span><span><span>As far as 5* units go, Melanite is very solid. She does good damage on a short cooldown, and AoE damage that ignores Physical Dodge is not very common. Her niche is quite narrow—she needs to be deployed on a ranged tile right up next to the action, since her damage and Dodge-ignoring both require enemies to be right in front of her, and “AoE Dodge-ignoring Physical damage” is only useful on very specific stages—but as long as there’s a good tile for her, her DPS output alone is worth the effort.</span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Talent: Attacks will do increased minimum damage if the enemy is 2 tiles ahead of self, as opposed to the normal 5% minimum. This allows her to provide physical DPS against extremely high DEF enemies.<br></span> = Close-Range Sniper Archetype<br> <span style="color:red;">- Her Talent is only useful against very high DEF enemies as she has naturally high ATK and goes over the minimum versus most opponents<br> - Very poor skill uptime</span>Overview<p><span><span><span><span><span><span>Aciddrop used to live her life in the vein of an Avril Lavigne song: young, wild, and free, tearing about on her skateboard and taking each day by storm. Unfortunately, she made the mistake of getting involved in the dealings of the gangs who run Columbia’s underground, and they ensured she contracted Oripathy and was exiled from her home. As a girl with a strong sense of justice, Aciddrop wasn’t going to take this lying down. She joined Rhodes Island as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Close-Range-Sniper##null##stats"><span><span><span><strong><span><span><span><span>Close Range Sniper</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, registering her abilities to </span></span></span></span></span></span><span><span><span><strong><span><span>increase her minimum damage</span></span></strong></span></span></span><span><span><span><span><span><span>, make </span></span></span></span></span></span><span><span><span><strong><span><span>multiple fast shots</span></span></strong></span></span></span><span><span><span><span><span><span> on her hand crossbow, and ride her skateboard as her tools for success.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Many Snipers have trouble with high-DEF targets. Aciddrop has less trouble than most due to her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Slideshot Technique</span></span></strong></span></span></span><span><span><span><span><span><span>, which ensures that she will always deal minimum damage equal to a certain percentage of her ATK, no matter how high her target’s DEF is. As a Close Range Sniper, Aciddrop has pretty high base ATK, so her minimum damage is pretty good. She capitalizes on this with her Skills: </span></span></span></span></span></span><span><span><span><strong><span><span>Fancy Shot</span></span></strong></span></span></span><span><span><span><span><span><span> is a large ASPD boost, and </span></span></span></span></span></span><span><span><span><strong><span><span>Trigger Time </span></span></strong></span></span></span><span><span><span><span><span><span>is a small ATK buff that also causes Aciddrop’s attacks to deal two hits instead of one. By firing lots of arrows into her target quickly, Aciddrop intends to make the most of her minimum damage, stacking it up multiple times in a short timeframe.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Feathering armored opponents with a zillion crossbow bolts is a fun strategy, but it has its drawbacks. Aciddrop’s Talent is most effective when enemies are in the two grids directly in front of her; if they’re not in this range, her minimum damage percentage drops noticeably. Her Skills are also penalized for their powerful effects with short durations and long cooldowns, leading to low Skill uptime overall. As a Close Range Sniper, Aciddrop also suffers from high DP cost, a relatively small attack range, and slower ASPD than an Anti-Air Sniper. Speaking of Anti-Air, don’t forget that Aciddrop doesn’t prioritize aerial enemies! You can’t count on her to target an armored drone over a horde of weak ground enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>While she does have multiple drawbacks, Aciddrop should not be underestimated. As a 4* unit, she is accessible and cheap to upgrade, and she has a monstrous ATK stat for a 4* unit, even beating out some higher-rarity Operators. Despite their limitations, her Skills have great burst potential, and her Talent is actually less restrictive than other members of her archetype. Keep her in the thick of the action to accommodate her short attack range and your enemies won’t know what hit ‘em.</span></span></span></span></span></span></p> <h3 dir="ltr">More GIFs and Art</h3> <p dir="ltr">See <a href="https://gamepress.gg/arknights/news/arknights-cn-new-operator-announcement-aciddrop-talent-skills-art-gifs">this page.</a></p> |
Sniper Heavyweight / Besieger
S+ |
Explanation
Summary<span style="color:green;">+ Trait; Prioritize attacking highest weight enemy<br> + Talent: When attacking heavy enemies (weight >= 3), ignore a percentage of enemy DEF<br> + Talent: All Ursus Student Council Operators on the team gain ATK<br> + S3: Great crowd control on multiple enemies with a decent cooldown<br> + Attack range lets her stay safe far away from the front lines<br> + Pierce DEF allows her to hurt high DEF enemies, and can be especially useful against enemies that have both high DEF and RES.<br></span> = While most often used for crowd control, her damage is quite good as well and should not be underestimated<br> <span style="color:red;">- Her attack range can make her difficult to position on some maps<br> - Slow attack speed and high DP Cost</span>Overview<p><strong>Name in Cyrillic:</strong> Роса</p> <p><strong>Meaning of name in Russian</strong>: Dew</p> <p><em>"I was once naive enough to think I could have anything I wanted. Now I know that while it is true for most things, it is not for others. Those I can never get, not on my own."</em></p> <p><span><span><span><span><span><span>During the Catastrophe that struck Chernobog, young noblewoman Rosa Rostova was locked in her school alongside her fellow students, all taken prisoner by Mephisto and other members of Reunion. Though she tried her best to protect her peers as unrest and paranoia fomented, something terrible happened that Rosa was powerless to stop. Torn apart by the tragedy, Rosa has cast aside her nobility, joining Rhodes Island as the first </span></span></span><strong><span><span>6</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Heavyweight Sniper</span></span></strong><span><span><span>. Her specialties: </span></span></span></span></span></span><span><span><span><strong><span><span>prioritizing heavy enemies</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>ignoring DEF </span></span></strong></span></span></span><span><span><span><span><span><span>and keeping her enemies on a tight leash of </span></span></span></span></span></span><span><span><span><strong><span><span>crowd-control</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Rosa's weapon is actually modified siege equipment, which might explain how it can tear straight through heavy-duty armor. Using this weapon and her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Bone Piercer</span></span></strong></span></span></span><span><span><span><span><span><span>, allows Rosa to ignore an enormous percentage of enemy DEF when attacking targets above a certain weight class. This Talent is complemented by Rosa's unique Trait, which causes her to prioritize attacking the heaviest enemy in her archetype-unique attack range. The end result is that Rosa does a shocking amount of damage to heavy enemies, especially with her titanic base ATK stat. She maximizes her DPS with her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Split Shot</span></span></strong></span></span></span><span><span><span><span><span><span>—this Skill is slow to charge but lasts for a very long time, and it gives Rosa a sizable ATK buff as well as the ability to attack an additional target. Alternatively, she can introduce an element of crowd-control with her Skill 3, </span></span></span></span></span></span><span><span><span><strong><span><span>Avalanche Breaker</span></span></strong></span></span></span><span><span><span><span><span><span>, which harpoons multiple targets within range, </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Bind##stats"><span><span><span><span><span><span><span><span>Binding</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> them and dealing damage over time for several seconds.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Lugging around modified siege equipment is not an easy task, so it’s no surprise that Rosa's fighting style has some drawbacks. She is hampered by a high DP cost and slow attack speed, and her archetype’s attack range can lead to awkward positioning on some stages. The ATK buffs on her Skills are a little on the low side for pure DPS, and the SP cost for </span></span></span></span></span></span><span><span><span><strong><span><span>Split Shot</span></span></strong></span></span></span><span><span><span><span><span><span> is somewhat steep. Her focus on enemy weight can occasionally be problematic as well: some lighter-weight enemies are major threats that Rosa is not as well-equipped to handle.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>These flaws are notable, but they do not invalidate Rosa's presence as a potent counter to the many heavy, high-DEF elite enemies and bosses that abound throughout Arknights. As one of the few Snipers who can reliably punch holes through armored enemies, Rosa can be a powerful asset on the battlefield. </span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Big range that can reach significantly further than most other DPS units.<br> + Excellent at handling high DEF between her strong DEF ignore and big damage-per-hit.<br> + S3: "Tracks" her target which makes it very easy to use as well as very flexible. It can follow bosses through pathing and invulnerability phases without hiccup. Ammo mechanic.<br> + S2: Powerful infinite duration skill for when S3's tracking is unnecessary. Needs to be activated twice to be infinite, but the initial SP on the first activation is extremely short which adds a lot of flexibility that other infinite duration skills don't have.<br></span> <span style="color:red;">- S3: Long attack interval and RNG can both be annoying.<br> - While her big range is mostly a benefit, the missing front row can be a problem.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Setsura</p> <p> </p> <p>"If you encounter any anomalies when we are working together, I will handle it for you. ... Code name? My name is Typhon! This is the name I found on the horn ornaments left behind by my mother, although some people say it sounds very scary."</p> <p>------------------------------------------------</p> <p>Accident Report</p> <p>Location: South Sami</p> <p>Operator Present: Magallan, Typhon (not an operator of Rhodes Island when the accident happened, but now has passed the test and completed the registration), Mike</p> <p>Casualties: No casualties</p> <p>Detailed Report:</p> <p>When I was driving a vehicle to pick up the operator in Sami, the vehicle was knocked over by a large Sami special beast called the Rockhorn Beast. Because Typhon discovered the out-of-control Rockhorn Beast in advance and issued an early warning, all three got out of the vehicle in time to escape, and were not injured in the accident. However, the vehicle was completely deformed under the trampling of the Rockhorn Beast and it was difficult to be repaired, so they gave up fixing it. With words from Typhon, the shaman of the nearby tribe used the Originium Arts to direct the branches to support the vehicle and help us take out the supplies.</p> <p>Subsequently, we arrived at the target location on foot, and the arrival time was 15 days later than the scheduled date. Typhon was responsible for the navigation, food supply, and team security during the period, and Magallan provided technical support from what I could understand.</p> <p>During the walk, I noticed some abnormal phenomena, but luckily no other accidents happened. Typhon asked everyone to act according to her arrangements throughout the whole process, and guaranteed as a professional that the Rockhorn Beast collision was a complete accident and had nothing to do with "Catastrophes".</p> <p>…</p> <p>Reporter: Mike</p> <p>Annotation:</p> <p>Is this what Typhon meant with "it's easy to solve", and Magellan meant with "the journey is smooth"?</p> <p>———————————————</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/n/__LM7__">LM7</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/22329/Naomi_Oozora">Naomi Oozora</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Heavyweight-/-Besieger##null##cn##stats">Sniper [Heavyweight / Besieger]</a></p> <p><strong>Trait: </strong>Attacks the heaviest enemy first</p> <p><strong>Talent 1:</strong> When attacking continuously, gradually increase the amount of enemy DEF ignored, up to 50% (every attack increases enemy DEF ignored by 10%). This effect is lost if Typhon stops attacking for 8 seconds</p> <p><strong>Skill 1:</strong> When skill is activated, increase ATK and Attack Speed</p> <p><strong>Skill 2:</strong> When skill is activated, increase ATK. Attacks fire 2 arrows (prioritizes separate targets) and have a chance to Stun the target for a short duration On the second cast and onwards, skill duration is infinite</p> <p> </p> <p><strong>Skill 3:</strong> When skill is activated, Typhon immediately marks a target within Attack Range. Greatly increase Attack Interval and attacks change to firing rounds of arrows on the targeted enemy. The arrows will target random enemies around the targeted enemy, dealing multiple hits of Physical damage with a certain Attack Power and Stunning the target for a short duration. Gain a certain amount of ammo when skill is activated, and the skill ends when all ammo is spent (can stop the skill at any time)</p> |
B+ |
Explanation
Summary<span style="color:green;">+ A Heavyweight sniper that deals bonus damage against sleeping enemies.<br> + Erato ignores 50% DEF against sleeping targets which is useful against heavy enemies which typically have higher DEF.<br> + She performs well in teams with multiple operators that can inflict and hit sleeping enemies.<br> + S1: Moderate sleep duration and cooldown, good for when you only want consistent sleeping support.<br> + S2: Decent DPS modifiers which can work regardless of enemy status.<br></span> <span style="color:red;">- S1: Long recharge time and lacks DPS modifiers.<br> - S2: Can't benefit from her passive DEF ignore without assistance from others.<br> - Better options existing both in terms of inflicting Sleep and and dealing damage.<br> - Requires setup to be effective and usually can't handle her priority heavy targets on her own.<br></span>Overview<p><span><span><span>Erato is an Operator from Minos who grew up learning the arts of both music and war—an unusual combination, but one that served her well when Minos went to war against Sargon, where she distinguished herself by expelling Sargon invaders from her hometown. After her victory, Erato heard rumors of the heroic “Goddess of Victory,” Pallas, and followed her trail to Rhodes Island, consumed by a desire to meet this hero of her homeland. For her part, Pallas was equally excited to meet another warrior from Minos, and the HR department arranged a meeting.</span></span></span></p> <p><span><span><span>Never meet your heroes, kids. Erato was crushed to learn that, rather than a perfect ivory idol, Pallas was a debauched alcoholic with no redeeming qualities. And Pallas was equally disappointed to find out that Erato couldn’t hold her liquor. Now Erato has joined Rhodes Island to show the Doctor what a <em>real</em> hero of Minos can do, which is to say, fight as a <strong>5* Besieger Sniper</strong> who <strong>lulls foes to sleep</strong> and then <strong>shoots them in the face</strong>.</span></span></span></p> <p><span><span><span>Erato is clearly an Operator designed to fit into a Sleep-focused team composition. Her <strong>Dreamscape Sonata</strong> Talent allows her to attack Sleeping enemies and, from E1 onward, causes her to ignore part of the DEF of Sleeping targets. With a Besieger Sniper’s hefty ATK behind her shots, Erato can punish Sleeping foes quite efficiently. If you need Erato to cause Sleep herself, her <strong>Soothing Lullaby</strong> S1 can easily do so: this automatic Skill empowers Erato’s next shot and causes it to inflict Sleep for several seconds. However, Erato really prefers her S2 for dealing damage: <strong>Hero’s Ballad</strong>, a Skill that increases her own ATK and ASPD and causes her to prioritize Sleeping enemies for the Skill duration.</span></span></span></p> <p><span><span><span>Between her two Skills, Erato fits interestingly into Sleep teams. <strong>Soothing Lullaby </strong>causes a fairly long Sleep fairly regularly, so it allows other Operators like Blemishine to take advantage of any “bonus damage to Sleeping enemies” they have, but it doesn’t benefit Erato herself very much. On the other hand, <strong>Hero’s Ballad</strong> can output a fair amount of DPS, but it doesn’t cause Sleep itself, so you’ll need to field Erato alongside other <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null">Sleep-causing Operators</a> to take advantage of it. Keep in mind also that, as a Besieger Sniper, Erato has a large ATK range and the Trait of prioritizing the heaviest enemy in her range (except while S2 is active and changing her priority). If you’re good at manipulating the enemies in her range and the use of her S2, you can guide Erato’s arrows precisely where you want them. However, it’s also easy for a heavier enemy to wander into Erato’s range and throw off your plans if you’re not careful.</span></span></span></p> <p><span><span><span>Without Sleep-oriented allies backing her up, Erato has trouble fitting neatly into a team. Sleep prevents most Operators from attacking and can waste the duration of valuable Skills, and Erato’s damage potential is somewhat lackluster without <strong>Dreamscape Sonata’s</strong> DEF ignore on Sleeping targets. However, her niche is not as narrow as it would have once been. There are a fair amount of Sleep Operators in Arknights that can enable Erato or be enabled by her, and she definitely helps to grease the wheels of any Sleep-focused strategy—either with the harpstrings of her S1 or the bowstring of her S2.</span></span></span></p>
Explanation
Summary<span style="color:green;">+ A sniper with a focus on dealing with stealth enemies.<br> + Unique among snipers in his ability to attack enemies in stealth naturally. With his large range, he can easily chip away at stealth enemies as they approach.<br> + S1: A decent option for consistent damage with low SP cost and decent damage multiplier.<br> + S2: Decent uptime and solid attack boosts. Good option if you are dealing with mobs of stealthed enemies. <br></span> <span style="color:red;">- Often doesn't deal enough damage to finish off stealth enemies on his own.<br></span>Overview<p><span><span><span>Totter retired from the mercenary life in order to live quietly in the deep forest at the edge of Victoria. However, when Londinium came under attack from all sides (see Episode 10 for <em>that</em> saga), Totter came out of retirement and joined in the battle at great personal risk. As much as he would prefer to be left alone, Totter has agreed to aid Rhodes Island once in a while as a <strong>4* Besieger Sniper</strong> who has the keen senses necessary to <strong>shoot down Invisible enemies</strong>.</span></span></span></p> <p><span><span><span>Do you hate Invisible enemies? Then Totter might be your new best friend. His Talent, <strong>Torch-like Vision</strong>, allows him to attack Invisible enemies and even gives him an ATK buff when they are in range. His Skills are variations on the same theme: his automatic <strong>Pierce the Sun</strong> S1 gives a damage boost and targets an additional enemy, while his manual <strong>Breaking Rainbow</strong> S2 grants an ASPD buff and targets several enemies at once. <strong>Breaking Rainbow</strong> also goes the extra mile, empowering Totter’s shot with bonus damage if he can only attack one enemy while it is active (a situation in which the “targets several enemies” benefit would otherwise be wasted). How considerate!</span></span></span></p> <p><span><span><span>The Besieger Sniper archetype has some dramatic advantages (high ATK, huge attack range) but also some unique downsides (high DP cost, low ASPD, an awkward blind spot in their attack range). Totter fits all these advantages and disadvantages to the letter, along with a unique issue of his own: the archetype Trait of prioritizing the heaviest enemy in range can sometimes interfere with his role of sniping Invisible enemies. Invisible enemies tend to be lightweight rather than heavy, so Totter will sometimes waste his time chipping at bulky Defender-type enemies in his range rather than poleaxing the Invisible targets you brought him to counter.</span></span></span></p> <p><span><span><span>Fortunately, Totter’s Skills are a great counterbalance to his weaknesses. The high damage multipliers on his S1 and his single-target S2 complement his high base ATK, and attacking multiple targets at once helps alleviate his weight-based targeting priority (as attacking multiple enemies in one shot makes it more likely that he’ll hit the Invisible enemy you want). Invisible enemies are often fragile, so it shouldn’t take many shots before Totter’s assassination mission is complete.</span></span></span></p> <p><span><span><span>A lot of stages combine Invisible enemies with other gimmicks or annoying map layouts that make those enemies hard to handle. As a 4* unit, Totter is relatively cheap to pull for and level up, and his wide attack range gives him a lot of leeway in striking Invisible enemies that other units would have trouble reaching. His long range and heavy hits can be decent in content without Invisible enemies, too, making him a useful addition to any Doctor’s roster.</span></span></span></p>
Explanation
Summary<span style="color:green;">+ A Heavyweight sniper that deals bonus damage against Sarkaz openents<br> + Very high base attack and damage modifiers<br> + Skills have good uptime<br> + S1: Can help physical heavy DPS to focus down heavy opponents quickly due to lowered DEF.<br> + S2: Deals high burst damage with each shot and a moderate splash AOE around the target. Its great for handling tanky Sarkaz units due to her innate bonus damage against them, making each shot really pack a punch. The skill uses ammo instead of skill duration so the timing of when to activate is less of an issue.<br></span> <span style="color:red;">- loses her lustre quite a bit when not fighting Sarkaz enemies<br> - S1: Raising the taunt level of heavy opponents can cause issues if it draws fire away from higher priority targets like drones or wraiths..</span>Overview<p><span><span><span><span><span><span>Toddifons is physically strong, mentally brilliant, and a genius at building and manipulating machines of all kinds, especially heavy weaponry and siege devices. Unfortunately, she’s woefully inadequate when it comes to thinking ahead (just look at the clothes she decided to wear to the battlefield!) Why is this unfortunate? Well, when she built the massive fire-powered arbalest that she uses as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Heavyweight Sniper</span></span></strong></span></span></span><span><span><span><span><span><span>, she used a Rhodes Island room as her workshop… a room with a doorway that was too small for her to actually take the darn thing out afterwards!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Don’t worry, she only destroyed a few walls to get her arbalest outside. It was hardly an issue. Really. Just ask her, she’ll tell you.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Heavyweight Sniper, Toddifons has the Trait of targeting the heaviest enemy within her (very wide) attack range. She’s also built to take down her hated enemies the Sarkaz thanks to her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Fiery Instinct</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases her ATK when hitting Sarkaz enemies. Considering her high base ATK, this Talent really makes her arrows hurt! It does NOT cause her to attack Sarkaz enemies first, though. For that you need her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Signal Arrow</span></span></strong></span></span></span><span><span><span><span><span><span>, which prioritizes the heaviest Sarkaz enemy within Toddifons’ attack range--reducing the target’s DEF and also increasing the target’s Taunt level, so other Operators within range will prioritize this target over others. This can be a very interesting tech option for unusual situations. However, if you’re ignoring subtlety (like Toddifons does in her day-to-day life), start firing the </span></span></span></span></span></span><span><span><span><strong><span><span>Portable Castle-Breaching Arrows</span></span></strong></span></span></span><span><span><span><span><span><span> instead—a Skill that causes Toddifons’ next several attacks to deal massively increased damage and then explode, damaging the target again and dealing splash damage to all enemies around the target.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>There’s something innately appealing about having a dragon in high heels shoot fireworks into the faces of your foes. However, Toddifons’ brute force approach only gets her so far. High DP cost and slow ASPD hold her back, and the fact that she doesn’t naturally prioritize Sarkaz enemies can be annoying. The Taunt and DEF debuff of </span></span></span></span></span></span><span><span><span><strong><span><span>Signal Arrow</span></span></strong></span></span></span><span><span><span><span><span><span> only affect one enemy at a time, and if you aren’t sure of enemy weights, then you might not know which enemy it’s going to target—which is a problem when Taunt </span></span></span></span></span></span><span><span><span><span><em><span>forces</span></em></span></span></span></span><span><span><span><span><span><span> other Operators to target that same opponent. On the other claw, </span></span></span></span></span></span><span><span><span><strong><span><span>Portable Castle-Breaching Arrows</span></span></strong></span></span></span><span><span><span><span><span><span> slows down Toddifons’ already slow attacks and doesn’t have the DEF reduction of </span></span></span></span></span></span><span><span><span><strong><span><span>Signal Arrow</span></span></strong></span></span></span><span><span><span><span><span><span>. The latter is a big blow; Toddifons prioritizes heavy enemies because of her Trait and heavy enemies usually have higher DEF. Without DEF reduction, </span></span></span></span></span></span><span><span><span><strong><span><span>Portable Castle-Breaching Arrows</span></span></strong></span></span></span><span><span><span><span><span><span> is not always as effective as the high damage multiplier would suggest.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>All Rhodes Island Operators would agree that Toddifons is not easy to work with. But between her very rare Taunt debuff and her sheer strength when fighting Sarkaz opponents, a crafty Doctor may find some interesting ways to put Toddifons’ flying, flaming arrows to good use.</span></span></span></span></span></span></p> <p> </p> |
Sniper Hunter
B |
Explanation
Summary<span style="color:green;">+ S2: Extremely high damage-per-hit allows her to hurt some very tough enemies. Once she spends her ammo, her Talent begins to kick in which further increases her DPH.<br></span> = 4 tile range is nice, but the lack of side tiles is a problem.<br> <span style="color:red;">- Talent: Most of the time, her Talent will have no effect. When it does take effect, it feels like a "make-up" for the Hunter's annoying trait rather than anything useful.<br> - S1: Generic S1 is wasted design space.<br> - S2: Once her ammo is spent, her overall interval is a whooping 4 seconds.<br> - Lacks any meaningful utility.<br> - No targeting priority means her high-DPH hits, which are only valuable against high-DEF enemies, are likely to be wasted on unintended trash targets.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Setsura</p> <p>"Doctor, hello. Jessica and I are here to contact the medical services for the Infected in our pioneer settlement. Jessica often talks about you, so I think our cooperation will go very smoothly."</p> <p>------------------------------------------------</p> <p>"Everyone's appetite seems to be very good today, there is no one with leftovers."</p> <p>"That's right, even the many naughty junior operators also obediently ate up their meals. Look at the stack of returned plates, they look like they're brand new."</p> <p>"Have we changed chefs?"</p> <p>"It's true that a new chef has arrived. I'll check the schedule... But it seems she's not in charge of cooking today, but is in charge of collecting tableware..."</p> <p>"Ahem, guys, do you know who the new lady at the tableware collecting point is?"</p> <p>"Are you talking about Helena? Do you need something from her?"</p> <p>"No... It's just that she kept smiling at me while I was eating."</p> <p>"Isn't that good..."</p> <p>"But while she was smiling, she was also slowly wiping the table knives in her hand, one by one..."</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/n/Mag42">Mag42</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/935/Fuyuka_Ono">Fuyuka Ono</a></p> <p>------------------------------------------------</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★ </p> <p dir="ltr"><strong>Archetype</strong>: Sniper [Hunter]</p> <p><strong>Trait:</strong> Attacks require ammo and increase ATK. When not attacking, gradually reload ammo (up to a limit)</p> <p><strong>Talent 1:</strong> After not attacking for a certain duration, the next attack deals increased Physical damage</p> <p><strong>Skill 1:</strong> When skill is activated, increase ATK</p> <p><strong>Skill 2:</strong> When skill is activated, increase reload interval and ATK. Attacks Slow the target for a short duration</p> |
Sniper Long-Range / Deadeye
S- |
Explanation
Summary<span style="color:green;">+ Deadeye Sniper with huge attack and map-wide range<br> + Talents: Effective counter to enemies with high Dodge rates. Reduced taunt levels synergize well with her talent and provide some flexibility when placing her later.<br> + S2: Greatly increases ASPD with good uptime. Can attack enemies anywhere on the map as long as they are blocked.<br> + S3: The bread and butter skill for Fartooth. Deals huge single target damage with infinite straight line range and great uptime.<br></span> <span style="color:red;">- S2: Requires enemies to be blocked for bonus range. Lacks an ATK or DMG modifier.<br> - S3: Requires specific map placement to take full advantage of her range. Other Operators are more flexible picks that do as well or better job when the full map range is not required.<br> - Low DEF Enemies pathing into her normal range can cause re-targeting and interfere when trying to utilize the infinite range and bonuses.</span>Overview<p><span><span><span><span><span><span>Fartooth’s bold claim that she was going to establish a new order of Knights in Kazimierz brought her immediate fame, both good and bad. As an Infected Knight, she was regarded as the lowest of the low, but her impressive showing on the battlefield made her something of a dark horse to spectators and fans. After a traumatizing incident that was blown out of proportion by the media, Fartooth was forced to leave the knighthood, and she has instead joined Rhodes Island as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Deadeye Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> who gains </span></span></span></span></span></span><span><span><span><strong><span><span>infinite range</span></span></strong></span></span></span><span><span><span><span><span><span> through her Skills.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Deadeye Sniper, Fartooth’s immediate advantage is her enormous attack range, and her kit goes to great lengths (pun intended) to capitalize on this. Her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Concentration</span></span></strong></span></span></span><span><span><span><span><span><span>, increases her ATK as long as she hasn’t taken damage recently. Meanwhile, her </span></span></span></span></span></span><span><span><span><strong><span><span>Stilled Breath</span></span></strong></span></span></span><span><span><span><span><span><span> E2 Talent reduces Fartooth’s aggro level and allows her to ignore Physical Dodge while she has a Skill active. The reduced aggro helps her to maintain </span></span></span></span></span></span><span><span><span><strong><span><span>Concentration</span></span></strong></span></span></span><span><span><span><span><span><span>, and while ignoring Physical Dodge rarely comes into play (most enemies don’t have any in the first place), it is occasionally helpful.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Fartooth’s default attack range is quite large, but it’s not the aforementioned “infinite range.” For that, she uses her Skills. Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Ally Support</span></span></strong></span></span></span><span><span><span><span><span><span>, gives Fartooth infinite attack range (and a massive ASPD buff!) but prevents her from hitting enemies outside her default range unless they’re being Blocked by an ally. If you can’t (or don’t want) to Block your target, try her S3, </span></span></span></span></span></span><span><span><span><strong><span><span>Feathershine Arrows</span></span></strong></span></span></span><span><span><span><span><span><span>, which turns Fartooth’s attack range into an infinite straight line and gives her a huge ATK buff. The real kicker: if she hits a target outside of her default range, she not only gets the ATK buff but a potent damage buff as well!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>“Infinite range” sounds great as a concept, but sadly, Fartooth has a lot of provisions on when and how she can use it. </span></span></span></span></span></span><span><span><span><strong><span><span>Ally Support</span></span></strong></span></span></span><span><span><span><span><span><span> requires allied Blockers to make use of its range increase, and Fartooth’s targeting (Deadeye Snipers prioritize low-DEF enemies) can cause the Skill to aim at weak, low-DEF targets rather than dangerous targets with higher base DEF. The Skill also doesn’t buff her ATK at all, so it can be largely neutralized by high-DEF targets anyway. </span></span></span></span></span></span><span><span><span><strong><span><span>Feathershine Arrows</span></span></strong></span></span></span><span><span><span><span><span><span> offers both an ATK and damage buff, but it also needs a very long straightaway to show its potential–if she targets an enemy that paths into her natural range, she loses the secondary buff, resulting in much less exciting damage numbers. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Luckily, Fartooth has pretty low SP costs and good Skill uptime, so she gets a lot of chances to show off with her Skills on a given map. If there’s one thing Fartooth has learned from Kazimierz, it’s that if at first you don’t succeed… shoot it over and over again until it stops moving. </span></span></span></span></span></span></p> <p dir="ltr"> </p> |
A |
Explanation
Summary<span style="color:green;">+ Extra large attack range<br> + Trait: Prioritize attacking lowest DEF unit<br> + Talent: ATK boost vs ranged enemies<br> + S1: Rare Sniper defensive Skill: Invisible = not targetable and doesn't take damage, perfect for vulnerable deployment to take out ranged threats while protecting her from them. Has great up-time. <br> + S2: Great group and high HP enemy killing burst potential<br></span> <span style="color:red;">- Typical Archetype drawbacks of High DP Cost and slow Attack Speed<br> - S2 has a long cooldown and specific targets cannot be chosen, making it less predictable, though planning can mitigate this in some cases.<br> - Can be annoying if attacking priority causes her to target a lower DEF non-ranged unit, but this is rare.<br> - Strong for specific uses, but they are not common, and she's not as great for general use</span>Overview<p><em>“My clan, my friends, they all perished in the woods of our hometown... The only ones who mourned them were the trees, which gave unto them their leaves.”</em><br /> <br /> Firewatch's design evokes the trees of a serene, soothing forest, but her participation on the battlefield is a completely different story. This mysterious and vengeful Sniper works for Rhodes Island as a <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Deadeye-Sniper##null##cn##stats">Deadeye Sniper</a> specializing in <strong>physical DPS, invisibility,</strong> and <strong>one-hit burst attacks</strong>.</p> <p>Firewatch's archetype is characterized by an extended attack range and prioritization of the lowest-DEF enemies within range. Combined with her Talent, <strong>Assassin</strong>, which increases damage against ranged enemies, she can precisely and effectively eliminate ranged threats from a long distance. Sometimes her Archetype's DEF-based attack prioritization causes her to target a non-ranged enemy instead of a ranged enemy (thus losing the Talent bonus), but luckily ranged foes usually have the lowest DEF, so this isn't usually an issue.</p> <p>Her S1, <strong>Camouflage</strong>, increases her damage and makes her one of the few Operators in the game that can become <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Invisible##stats">Invisible</a>, which makes her not targetable by enemies and immune to all damage, even splash damage. This Skill has incredible up-time and allows Firewatch to be deployed in risky locations to take out dangerous ranged threats safely. This isn't her "flashiest" skill, so it is often underestimated, but this is arguably the more unique and effective role she can offer players.</p> <p>Her S2 is <strong>Tactical Transceiver</strong>. When the player activates this Skill, Firewatch drops bombs on random enemies in her range, each dealing massive damage. The bomb damage can overlap, providing great burst potential, and although the precise bomb targets cannot be chosen, the bombs prioritize enemies in her range, giving the player some amount of control through planning. This is the Skill she tends to get attention for, and it's great for taking down high-HP targets or groups of enemies.</p> <p>Firewatch is a strong Sniper, but her strength comes at a price. Compared to other Sniper archetypes, she has a very slow Attack Speed, a much higher DP Cost, and a targeting priority that makes her unsuitable for Anti-Air needs. Her Skills can be strong in specific situations when used well, but they are typically unexceptional for general use and rarely strong enough to make her a much better choice than other options. Thus, for the average player, Firewatch may not be worth the 5-star development costs, but with appropriate preparation and planning, she can be a <em>deer-ly</em> valuable Operator.</p> |
A- |
Explanation
Summary<span style="color:green;">+ Trait: Prioritize attacking lowest DEF enemy<br> + A very specialized sniper with a large attack range that focuses on weakening enemies for other operators to finish off<br> + S2: Extremely high raw ATK, more than enough to break through almost any DEF and still deal a significant amount of damage. Decent when paired with Provence as she can weaken enemies into the HP range for Provence's skills to activate. The Slow lasts long enough to keep an enemy continuously slowed.<br> + Great skill up time<br></span> <span style="color:red;">- S2: The inability to attack targets under 50% HP is a huge hindrance as she usually can't kill enemies on her own<br> - Archetype: High DP cost and slow ASPD</span>Overview<p><span><span><span><span><em><span>“Doctor, is it OK to make friends freely in Rhodes Island? ....No, uh, I just want to be friends with those Laterano people. From a young age, I really like Laterano's guns. That's why I made my own ‘gun.’”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Plenty of Doctors should be able to feel a kinship with Andreana for one simple reason: she’s a gun nut. Although civilians are strictly banned from carrying guns in her homeland of Iberia, Andreana went to the effort to craft herself an incredibly special crossbow that has the appearance of a sniper rifle. Who wouldn’t want to wield such a wacky weapon? Unfortunately, this (as well as a mysterious event in her past that even Andreana doesn’t remember) seems to have attracted the attention of the Iberian Inquisition. It’s probably for the best that Andreana has left Iberia and joined Rhodes Island as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Long-range-Sniper##null##cn##stats"><span><span><span><strong><span><span><span><span>Long Range Sniper</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, specializing in </span></span></span></span></span></span><span><span><span><strong><span><span>attacking high-HP enemies</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Slow---Move-Speed##atags"><span><span><span><strong><span><span><span><span>Slowing their movement speed</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like other Long-Range Snipers, Andreana’s Trait causes her to prioritize the lowest-DEF enemy within her enormous attack range. However, the more important aspect of her targeting comes from her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Interdictive Sniping Tactics</span></span></strong></span></span></span><span><span><span><span><span><span>. While this Skill is active, Andreana gains a colossal ATK boost and </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Slow---Move-Speed##atags"><span><span><span><span><span><span><span><span>Slows</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> enemies with her attacks; however, she will </span></span></span></span></span></span><span><span><span><span><em><span>only</span></em><span><span> target enemies with more than half their HP remaining. </span></span></span><strong><span><span>Interdictive Sniping Tactics</span></span></strong><span><span><span> is good for pumping a lot of damage quickly into an enemy so the rest of your team can finish the job, and it synergizes beautifully with Operators who rely on enemies being at low HP (i.e., <a href="https://gamepress.gg/arknights/operator/pramanix">Pramanix</a> or <a href="https://gamepress.gg/arknights/operator/absinthe">Absinthe</a>). Andreana is also a good accompaniment to Abyssal Hunter Operators like <a href="https://gamepress.gg/arknights/operator/skadi">Skadi</a> and <a href="https://gamepress.gg/arknights/operator/specter">Specter</a>, since her </span></span></span></span></span></span><span><span><span><strong><span><span>Abyssal Intuition</span></span></strong></span></span></span><span><span><span><span><span><span> Talent </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##ASPD-Support##atags"><span><span><span><span><span><span><span><span>increases the ASPD</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> of all </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/taxonomy/term/161"><span><span><span><span><span><span><span><span>Abyssal Hunters</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> on the field.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Andreana’s S2 is both powerful and unique, but it does come with drawbacks. Most obviously, Andreana cannot actually kill enemies while her S2 is active (unless she takes them from over half HP to 0 with one shot). Her high base ATK and the hefty ATK buff from her S2 are also held back by her low ASPD (a common weakness of Long Range Snipers) and her high DP cost doesn’t help matters. It’s also important to remember that Long Range Snipers don’t prioritize aerial enemies, so Andreana isn’t necessarily the best Sniper for a stage with a lot of flying drones. On the other tentacle, the damage potential of Andreana’s S2 is simply staggering, and the added Slow is a tasty bonus. As long as you understand Andreana’s shortcomings, you may be pleasantly surprised by her strengths!</span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Prioritizes lowest DEF enemy first<br> + E2 Talent: Chance to stun the target for 2s when attacking targets outside of her default attack range (default range is extended by Skills)<br> + High base ATK<br> + S2: A high ATK modifier and the unique ability to attack enemies at any spot on the map.<br> + S1: long range slows<br></span> = Best used to take out low DEF threats or chipping at some boss enemies before they reach the front-line<br> <span style="color:red;">- Very slow Attack Speed prevents her from having high DPS despite high ATK<br> - S2: Attack speed becomes even slower against enemies outside of default range</span>Overview<p><em>"I was bored earlier, so I headed down to the bridge to slack off… Err, I meant, I wanted to take a look at the scenery, but everyone was looking at me like I was getting ready to off somebody. Hey, doesn't that mean people see me as a killer? Like I'd ever want a job like that, way too messy."</em></p> <p><span><span><span><span><span><span>As a cadet in the Sankta army, Ambriel got away with using a long gun for sniping work because she wasn’t important enough for her boss to care what she did. Now that she works for Rhodes Island, her skill with the weapon has been recognized, and she is permitted to continue as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Long-range Sniper</span></span></strong></span></span></span><span><span><span><span><span><span> with elements of </span></span></span></span></span></span><span><span><span><strong><span><span>crowd-control</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Ambriel has a fascinating Talent called </span></span></span></span></span></span><span><span><span><strong><span><span>Precise Strike</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives her a chance to Stun enemies when attacking them outside of her default range. In order to extend her reach and activate this Talent, she uses her two Skills. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Snaring Shot</span></span></strong></span></span></span><span><span><span><span><span><span>, expands her attack range by 1 grid and adds a strong Slow effect to her attacks--this way, even if her Stun doesn’t proc, she still delays oncoming enemies. However, things really get crazy when her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Radar Sweep</span></span></strong></span></span></span><span><span><span><span><span><span>, enters the mix. </span></span></span></span></span></span><span><span><span><strong><span><span>Radar Sweep </span></span></strong></span></span></span><span><span><span><span><span><span>gives Ambriel a hefty ATK buff and </span></span></span></span></span></span><span><span><span><span><em><span>infinite attack range</span></em></span></span></span></span><span><span><span><span><span><span> for its duration, allowing her to strike anywhere on the field in exchange for a longer attack animation and a slower rate of fire.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The idea of an infinite-range Stun is extremely tempting, but Ambriel’s performance is not without flaws. Slow attack speed, especially while </span></span></span></span></span></span><span><span><span><strong><span><span>Radar Sweep </span></span></strong></span></span></span><span><span><span><span><span><span>is active, limits her DPS (despite her high ATK) and diminishes the activation chance of her Talent. If the RNG is feeling cruel, Ambriel may not be able to accomplish much in terms of crowd-control. On the other hand, when luck is on her side, Ambriel can Stun and assassinate opponents from the other side of the screen, long before they even get a glimpse of your frontline.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;">+ Easy-to-understand Deadeye that leans hard into the Archetype's Trait (Low DEF targeting priority)<br> + Near-permanent Camouflage allows for aggressively positioning Lunacub without support<br> + Talent provides a meaningful Attack Interval reduction during skill<br> + S1 is a potent ATK buff on a fast cycle<br> + S2 increases ASPD by enough to rival a Marksman's Attack Interval, and replenishes Camouflage on-kill<br></span> <span style="color:red;">- S1 does not refresh her Camouflage, forcing more conservative positioning or skill use<br> - S2 provides no ATK buff and has a long cycle with bad uptime, greatly limiting potential use cases<br> - Lunacub is not versatile, she is a dedicated mook slayer and will struggle to fulfil any other duties<br></span>Overview<p><span><span><span>Lunacub was brought to Rhodes Island by Emperor, the leader of Penguin Logistics, who said that Lunacub had done him a favor and he wanted Rhodes Island to take care of her in return. This turned out to have disastrous consequences. The moment Lunacub met Ceobe, no scrap of food in all Rhodes Island was safe. The cafeteria security budget will need to be raised, because Lunacub is a <strong>5* Deadeye Sniper</strong> with impenetrable <strong>Camouflage</strong>, and there isn’t a security system invented that can keep her away from unlawful snack times.</span></span></span></p> <p><span><span><span>As good as it is for sneaking into food storage, Lunacub’s <strong>Wilderness Instinct</strong> Talent sees more use on the battlefield. At E1, this Talent gives her Camouflage if she <em>doesn’t</em> have a Skill active, and at E2 it also reduces her attack interval slightly while she <em>does</em> have a Skill active. Her <strong>Time to Hunt</strong> S1 is a simple ATK buff, while her <strong>Umbral Ambush</strong> S2 is a large ASPD buff that also reactivates Camouflage for several seconds when Lunacub gets a kill during the Skill duration.</span></span></span></p> <p><span><span><span>In theory, Lunacub can remain Camouflaged forever as long as she keeps killing targets while <strong>Umbral Ambush</strong> is active. The issue is getting those kills in the first place. <strong>Umbral Ambush’s</strong> ASPD buff is very nice, but the lack of an ATK or damage buff makes it difficult for Lunacub to deal significant damage to tougher enemies. In contrast, <strong>Time to Hunt</strong> has the coveted ATK boost, but removes her ability to Camouflage for its duration. This means that Lunacub can either remain stealthed and kill weak targets, or she can dent high-DEF targets but at the risk of taking retaliation. Neither is completely satisfactory, especially since there are other Snipers that can deal higher damage from more reliable safety.</span></span></span></p> <p><span><span><span>Lunacub is a capable gatling gun of an Operator when facing low-DEF targets. The combination of Deadeye Sniper base ATK along with her Talent’s attack interval, her S2’s ASPD buff, and her pervasive Camouflage can be useful for assassinating fragile-but-annoying enemies if you lack other options for the job. Her storm of arrows will leave less impact on sturdy bosses and elites, but at least you can rest assured that she is reliable (if perhaps not ideal) in her chosen niche.</span></span></span></p> |
Sniper Loopshooter
B+ |
Explanation
Summary<span style="color:green;"> + Very short attack interval at short ranges means high DPS for her rarity.<br> + Unusual range allows her to cover her rear tiles, which are also her highest DPS tiles. This allows for more flexible placement compared to other Snipers.<br> + Loopshooter Trait ties most of her Attack Interval to the projectile time rather than her attack animation, which means ASPD debuffs have a much smaller effect on her.<br> + Relatively bulky compared to other Ranged units thanks to an unusually large HP pool.<br> </span><span style="color:red;"> - S2: High SP Attack Recovery skills are never good. It's mitigated some by her larger range, but it's still quite a long downtime.<br> - While the Loopshooter archetype can mitigate ASPD debuffs, it similarly means they don't benefit as much for ASPD buffs.<br> - Costs an additional 150 Red Certificates that are usually better spent on Chip Catalysts.<br> </span>Overview<p dir="ltr"><strong>Credits: </strong> 25Night, LastChancellor</p> <p>------------------------------------------------</p> <p>Artist: J<a href="https://www.reddit.com/u/%F0%A6%A5%91/">u/𦥑</a> (first operator, has only drawn Franka skin before Caper)</p> <p>CN VA: Ge Zirui/葛子瑞</p> <p>JP VA: Hanai Miharu</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 4★ </p> <p dir="ltr"><strong>Archetype</strong>: Sniper [Loopshooter]</p> <p><strong>Trait:</strong> Can only attack when in possession of Boomerang Projectile (Projectile takes time to recover/recycle)</p> <p> </p> <p><strong>Talent : </strong>When attacking, chance to increase ATK for that attack. </p> <p><strong>Skill 1:</strong> For next attack, ATK increases.</p> <p><strong>Skill 2: </strong>ATK increases, each attack fires 1 extra boomerang projectile.</p> |
Specialist Ambusher
S- |
Explanation
Summary<span style="color:green;">+ A Stalker specialist with mixed type AOE damage and some crowd control<br> + Decent damage for his Archetype<br> + S1: Good consistent damage and can pack quite a punch when paired with ATK buffers and SP recharge operators. Probably his best DPS skill<br> + S2: Good for consistently Binding up to two enemies at once. Good cycle time and great skill and Bind uptime with ok damage thrown in. Probably his best and most consistent skill. <br> + S3: Huge boost in range and damage and stuns up to 3 targets with each attack. This gives him a unique range among the archetype and much better active skill DPS than other current stalker specialists can provide.<br></span> <span style="color:red;">- mixed damage types often suffer against enemies with both types of mitigation<br> - S1: High SP cost per skill charge<br> - S2: while it has good Bind consistency and uptime, it is limited to 2 targets, meaning the lower rarity Archetype members may be better for larger groups.<br> - S3: can easily kill himself if constantly attacking only 1-2 enemies and doesn't have team support. The overall skill uptime and the Stun uptime are not great.</span>Overview<p><span><span><span><span><span><span>Mizuki is a seemingly innocent civilian who was extracted from the riots in Dossoles and brought back to Rhodes Island in hopes of keeping him (yes, “him” is not a typo) safe from further conflict. At first, Mizuki was content doing ordinary logistical work, but he has a worrying fixation on making the world a better place by getting rid of everything bad in it. He also has a worrying track record of leaving gibbering lunatics and plates of possibly-still-alive food in his wake. To appease him, Mizuki has been allowed to become an active </span></span></span></span></span></span><span><span><span><strong><span><span>6* Stalker Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> Operator who </span></span></span></span></span></span><span><span><span><strong><span><span>executes weakened enemies</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>stops multiple enemies from moving</span></span></strong></span></span></span><span><span><span><span><span><span> at a time. However, he’s under firm orders not to interact with any Aegir Operators. Strange….</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite his cutesy appearance, Mizuki has all the advantages of other Stalker Specialists. He attacks all enemies in his large range with each hit and he benefits from 50% Physical </span></span></span></span></span></span><span><span><span><span><em><span>and</span></em></span></span></span></span><span><span><span><span><span><span> Arts Dodge, as well as reduced aggro from enemies. Since he has Block-0, melee enemies can’t target him, allowing him to spear them on deep-sea tentacles with impunity. Every time he does so, he triggers his </span></span></span></span></span></span><span><span><span><strong><span><span>Traumatic Hysteria</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, inflicting Arts damage on the enemy in his range with the lowest HP (determined by total HP remaining, NOT % HP remaining). At E2, he adds the </span></span></span></span></span></span><span><span><span><strong><span><span>Countertransference</span></span></strong></span></span></span><span><span><span><span><span><span> Talent on top of this, increasing his ATK when there’s at least one enemy with less than half HP within his range.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Mizuki’s Skills continue to bully weakened opponents mercilessly. His S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Awaken</span></span></strong></span></span></span><span><span><span><span><span><span>, is an automatic, charge-holding Skill that dramatically increases the damage of his next attack, including the bonus damage from </span></span></span></span></span></span><span><span><span><strong><span><span>Traumatic Hysteria</span></span></strong></span></span></span><span><span><span><span><span><span>. This is probably his best overall DPS Skill. On the other end of the spectrum, his </span></span></span></span></span></span><span><span><span><strong><span><span>Prisoner’s Dilemma</span></span></strong></span></span></span><span><span><span><span><span><span> S2 focuses more on crowd control. It reduces Mizuki’s attack interval (which is a big deal for a Stalker Specialist) and causes </span></span></span></span></span></span><span><span><span><strong><span><span>Traumatic Hysteria</span></span></strong></span></span></span><span><span><span><span><span><span> to affect an extra target and also inflict Bind. This Skill has good cycle and up-time, and the reduced attack interval means the Bind uptime is also good (though limited to a maximum of 2 enemies). Considering the respectable DPS with all the other benefits, this may be his best and most consistent Skill.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>When it’s time to go big or go home, take the </span></span></span></span></span></span><span><span><span><strong><span><span>Moon in the Water</span></span></strong></span></span></span><span><span><span><span><span><span> S3, where Mizuki’s attacks become a spray of pale tentacles over a much greater attack range with much greater ATK behind them. While </span></span></span></span></span></span><span><span><span><strong><span><span>Moon in the Water</span></span></strong></span></span></span><span><span><span><span><span><span> is active, </span></span></span></span></span></span><span><span><span><strong><span><span>Traumatic Hysteria</span></span></strong></span></span></span><span><span><span><span><span><span> will affect two extra targets and also inflict Stun! However, there’s a catch; when Mizuki attacks during </span></span></span></span></span></span><span><span><span><strong><span><span>Moon in the Water</span></span></strong></span></span></span><span><span><span><span><span><span>, he loses a percentage of his max HP unless he hits at least three enemies with the attack. This backlash can and will kill him over the full Skill duration, so be careful!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>While Mizuki has all the advantages of other Stalker Specialists, he unfortunately has most of the downsides too—as well as some unique ones of his own. He has the very slow ASPD of other Stalker Specialists, reducing his overall DPS, and he can be vulnerable to ranged enemies despite his high Dodge. Dealing hybrid damage through </span></span></span></span></span></span><span><span><span><strong><span><span>Traumatic Hysteria</span></span></strong></span></span></span><span><span><span><span><span><span> sounds cool, but typically results in lower DPS due to the way Arknights handles hybrid damage. Finally, his crowd control is a bit more limited in scope than you might like–the number of controlled targets for both S2 and S3 is limited, the uptime of S3 isn’t great, and his long Attack Interval makes for fewer Stuns with S3. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite these flaws, though, Mizuki is still an eldritch monstrosity who hits pretty hard for his archetype and can keep his enemies fairly controlled—either with good uptime (S2) or over a wide range (S3). Look out below!</span></span></span></span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Trait: Attack all enemies in range, less likely to be targeted, 50% Arts and Physical Dodge<br> + Talent: Attacks have a 25% chance to Freeze the enemy (cannot move but can still attack)<br> + Great crowd control with a high chance to Freeze enemies during S2 activation<br> + Great for CC event as he can stall enemies for long periods of time<br></span> = Purchasable with Shop Vouchers at a reasonable price in terms of Sanity<br> <span style="color:red;">- His Bind chance is very unreliable and RNG dependent outside of high Skill Level S2 activation.</span>Overview<p><span><span><span><span><em><span>“You were the only one in the office, but the snacks disappeared as soon as you turned your head? Umm, tell you what. I understand. I'll make sure to catch the culprit, mhm.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Ethan talks a big game, having previously been a member of several different Infected resistance groups. However, he’s extremely averse to combat: his “participation” was mostly limited to spraying graffiti on walls, then sneaking away using his excellent camouflage abilities. However, the chameleon Savra has changed his mind now that he’s part of Rhodes Island. Armed with a military-grade yo-yo (yes, really), this </span></span></span></span></span></span><span><span><span><strong><span><span>4* Controller Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> is bringing his </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Crowd-Control</span></span></strong></span></span></span><span><span><span><span><span><span> abilities to fight for a real cause at last.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Controller Specialists excel at AoE crowd control, enabled by their very interesting Traits: they hit all enemies within their attack range, have innate Physical and Arts Dodge, and are less likely to be targeted by enemies. (Note that, despite his chameleon appearance, Ethan is not actually invisible to enemies—just less likely to be targeted.) Ethan’s control comes from his Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Entwined</span></span></strong></span></span></span><span><span><span><span><span><span>: it gives a chance to Freeze enemies he hits, stopping them from moving for a few seconds (though they can still attack). His Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Fancy Maneuvers</span></span></strong></span></span></span><span><span><span><span><span><span>, is a passive that enhances his DPS by causing his attacks to deal extra Arts damage over time. On the other hand, </span></span></span></span></span></span><span><span><span><strong><span><span>Suspended Cross</span></span></strong></span></span></span><span><span><span><span><span><span>--his Skill 2--needs to be manually activated, but has a stronger effect. It increases Ethan’s ATK and multiplies the activation chance of his Talent, enhancing his performance as a Controller Specialist.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Yo-yos are tricky tools to use, and using Ethan well is no cakewalk either. Probably his biggest drawback is lacking actual Invisibility. Being able to Dodge and having reduced enemy aggro is good, and since he has Block-0, he’s not in danger from melee opponents. However, he can be vulnerable to ranged enemies that put him in their crosshairs if he isn’t supported. Having Block-0 also means he doesn’t have the option to block enemies if you need him to; he can only impede enemies if </span></span></span><strong><span><span>Entwined </span></span></strong></span></span></span><span><span><span><span><span><span>activates, and because his attack speed is very low, he doesn’t have many chances to activate it on a given target, so it cannot be depended upon. It takes foresight and careful consideration to find Ethan a place where he can leverage his unique strengths without being put in too much danger. However, when Ethan finds a safe place to perform, his flying yo-yo should impress with both its flashiness and its results.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Trait: Attacks all enemies in range, less likely to be targeted, 50% Arts and Physical dodge<br> + Talent: Goes Invisible after some time of not attacking. Cannot be targeted or damaged while Invisible, even splash damage. Loses Invisibility and gains ATK buff on first hit.<br> + S1: Great Slow. one of the few with 100% uptime. Stacks with many other common slowing options.<br> = Dodge chance can make her a decent option for tanking ranged attacks if she is supported, but it is RNG dependent so not completely reliable<br></span> = 0 Block means she cannot take melee damage, but it limits her use if a blocking body is needed<br> <span style="color:red;">- Very slow attack speed limits her DPS potential and the crowd control effectiveness of S2</span>Overview<p><em>"I'm Manticore... My power is to kill people silently... Don't be afraid, you're not... my target..." </em></p> <p>Shy, gentle, and... deadly? An embodiment of the <strong>Stalker Specialist</strong> archetype, Manticore is a <strong>stealthy </strong>Operator with <strong>AoE attacks </strong>who <strong>Slows</strong>, <strong>Stuns</strong>, and slaughters her foes from the shadows.</p> <p>Manticore specializes in stealth and survival. Her archetype's Trait allows her to attack all enemies within her range while also making her less likely to be targeted and granting her 50% Physical and Arts Dodge. Furthermore, Manticore has Block-0, so melee enemies cannot directly attack her. The only threat to Manticore is ranged damage, and even this is somewhat mitigated by her <strong>Hidden Killer </strong>Talent. <strong>Hidden Killer</strong> puts Manticore into an <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Invisible##stats">Invisible</a> state (cannot be targeted or damaged, even with splash damage) when not actively attacking, and it also provides an ATK bonus for her first attack every time she comes out of Invisibility.</p> <p>Manticore’s Skills aim to make the most out of her Trait and Talent. Her first Skill, <strong>Scorpion Venom</strong>, Slows all enemy units she hits. It is one of the few Slowing options in the game with 100% uptime, and because it is a <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Slow---Move-Speed##stats">"Move_speed"</a> type Slow, it stacks with the more common slows that are of the<a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Slow---Sluggish##stats"> "Sluggish"</a> type (for example, Slower Supporter slows are of the "Sluggish" type). This is the Skill that she is most often used for in difficult content.</p> <p>Her second Skill, <strong>Toxic Overload</strong>, decreases her Attack Speed but increases her ATK and Stuns enemies. Combined with her <a href="https://gamepress.gg/arknights/gameplay-basics/arknights-guide-elite-2-priorities">Talent upgrade at E2</a>, her second Skill enables <strong>every attack</strong> to gain the Talent bonus. This Skill + E2 promotion gives Manticore decent DPS for her archetype and is good for disrupting large groups of enemies. If a player wants to use Manticore for a more DPS-focused role, this Skill can be a good choice. In general, however, there are better options for filling the DPS role and her S1 is better for pure crowd control.</p> <p>Manticore's specialized capabilities do come with some weaknesses. As a melee unit with a relatively high DP cost<strong>,</strong> slow ASPD, and no blocking capability, effective map knowledge and prior planning is necessary to maximize her strengths. Furthermore, although Manticore has very effective survival tools, her re-stealth time still leaves her vulnerable to enemy counterattacks. Drawbacks aside, when utilized effectively, Manticore can wreak havoc at the heart of the enemy formations. Manticore's story is a <em>tale</em> of practice: it takes effort to maximize her potential, but with the correct preparation, her enemies have every reason to fear her lethal presence.</p> |
D |
Explanation
Summary<span style="color:green;">+ Very slippery and hard to damage; has reduced aggro, and 50% Physical/ Arts Dodge<br> + Regular attacks are ground-based AoE, hitting all targets within her attack range<br> + Talent constantly regenerates her HP (the regen is increased if there are no allies adjacent to her), improving her ability to Operate solo and without support<br> + Can survive well deep behind enemy lines and without support due to her high regen with Talent + S2, and the Dodge from her Trait<br></span> = Block-0 means she cannot receive melee damage, but also means she can’t Block enemies<br> <span style="color:red;">- Usual archetype weaknesses: Very slow ASPD, which reduces overall DPS (and the charge time for S1, which has the [Attacking Enemy] SP charge type)<br> - Poor damage with or without skills active and has no crowd control to keep enemies in her range for her slow attacks<br> - S1 inflicts hybrid damage, which is typically not very useful, as it is reduced by both DEF and RES<br> - S2 has terrible uptime<br></span>Overview<p><span><span><span><span><span><span>If you remember the 18-hour attempt to kill Final Fantasy 11’s</span></span></span></span></span></span><a href="https://finalfantasy.fandom.com/wiki/Pandemonium_Warden"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Pandemonium Warden</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> boss, then you have a pretty good idea how Kirara spends her weekends. A Higashi teenager addicted to video games (which have to be smuggled into her metropolitan hometown by teams of literal ninjas), she initially joined Rhodes Island as a clerk in return for Oripathy medicine. First she was doing administrative work, then she was repairing electronics, then she was discussing video games with active Operators, and before she knew it Kirara was a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Stalker Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> with copious</span></span></span></span></span></span><span><span><span><strong><span><span> self-healing</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>AoE Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Kirara is the first Stalker Specialist to focus on survivability over crowd control, giving her a new niche in the archetype. Stalker Specialists have Block-0, AoE attacks, and a wide attack range, and they also have high Physical and Arts Dodge from their Trait. Kirara reinforces this Dodge with her </span></span></span></span></span></span><span><span><span><strong><span><span>Lonesome Protector</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which regenerates her HP over time (and regenerates more if there are no allied units adjacent to her). Meanwhile, in lieu of crowd control, she instead brings Arts damage to the table with her Skills: </span></span></span></span></span></span><span><span><span><strong><span><span>Anchor Strike</span></span></strong></span></span></span><span><span><span><span><span><span> (S1), which adds additional Arts damage to her next attack, and </span></span></span></span></span></span><span><span><span><strong><span><span>Anchor Point Snap</span></span></strong></span></span></span><span><span><span><span><span><span> (S2), which increases her self-healing and deals constant Arts damage to enemies within range for a short duration.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Kirara’s kit is geared toward solo-raiding, deployed deep into enemy lines and far away from ally support. Block-0 makes her virtually immune to melee enemies, and hybrid Dodge plus HP regeneration means she can take a lot of punishment from ranged enemies. She’s quite capable of standing right in front of the enemy spawn point, absorbing ranged hits and chipping away at foes as they run by her.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The problem is that Kirara doesn’t typically do a whole lot while she stands there. Between her slow ASPD and low damage modifiers on her Skills, her DPS is low, and because she has no crowd control, she can’t keep enemies in her range in order to keep hitting them. Her Skills also have terrible uptime: because S1 has the [Attacking Enemy] SP charge type, it takes slow-moving Kirara a long time to charge it despite the low SP cost, and S2 has a terribly short duration. Combining these factors together, it can be hard to justify giving Kirara a spot on the field… unless, of course, you need someone to absorb heavy fire from a ranged boss or elite enemy. Kirara certainly gets a high score in that department (though unfortunately for her, there are usually better options for that as well). </span></span></span></span></span></span></p> <p> </p> |
Specialist DP-Drain / Merchant
S- |
Explanation
Summary<span style="color:green;">+ Trait: Decreased Redeployment time<br> + Talent: Increases ATK when attacking infected lifeforms<br> + Very useful in the <a href="https://gamepress.gg/arknights/core-gameplay/arknights-cn-integrated-strategies-explained">integrated strategies</a> mode due to the ability to solo early rounds.<br> + S2: Deals significant damage and rapidly heals himself and nearby allies when attacking low to medium DEF enemies. Great for certain bosses and high damage enemies who have low DEF as he can out-sustain their damage<br> + S1: A great counter to exploding spiders as he will deal a large amount damage to them and silence on every hit<br></span> <span style="color:red;">- Very difficult to use on maps with decreased DP regen<br> - His healing is based on damage done, so when facing high DEF enemies his healing amount drops significantly.<br> - Trait: No DP refund on retreat, uses 3 DP every 3 seconds while deployed, and will forcibly retreat when DP is not sufficient to keep him deployed</span>Overview<p><span><span><span><span><em><span>“Boss, I noticed that if I see enemies as ingredients, fighting is quite easy.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>His scary face! His deadly knife skills! His multiple scars! Jaye must be a terrifying member of some gang or mafia group! …what do you mean, he’s just a street vendor?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>This was Hoshiguma’s experience when she went into the Lungmen slums thinking she was hunting down a deadly criminal for the good of society and found Jaye to be a hapless domestic type who sells finballs. Hoshiguma observed him for a while to make sure she wasn’t being fooled, and when she determined that he was in fact as honest and mild-mannered as he seemed, she recommended him to Rhodes Island. Honored by the attention, Jaye has agreed to work as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* DP-Drain </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Specialist##null##cn##stats"><span><span><span><strong><span><span><span><span>Specialist</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, able to whip up </span></span></span></span></span></span><span><span><span><strong><span><span>fast-redeploy </span></span></strong></span></span></span><span><span><span><span><span><span>capabilities, </span></span></span></span></span></span><span><span><span><strong><span><span>Silence debuffs</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>mixed DPS and healing</span></span></strong></span></span></span><span><span><span><span><span><span> at a moment’s notice.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Jaye’s archetype has reduced redeployment time like a </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Fast-Redeploy##null##cn##stats"><span><span><span><span><span><span><span><span>Fast-Redeploy Specialist</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, but it also comes with an extra wrinkle: Jaye consumes 3 DP every 3 seconds that he is deployed on the field. In other words, ALL of the naturally generated DP on a normal map! If you’re on a stage with reduced DP gain, you can’t keep Jaye deployed without at least one Vanguard (possibly two) working to supply him with DP. Jaye has a very low DP cost to make up for this, but is he worth the effort it takes to fuel his tank?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In short, yes. Jaye has solid HP, ATK, and DEF stats, fast ASPD, and some very powerful Skills with very quick charge times. His Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Shell Splitter</span></span></strong></span></span></span><span><span><span><span><span><span>, is a permanent buff that increases Jaye’s ATK and causes his attacks to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Silence##stats"><span><span><span><span><span><span><span><span>Silence</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> enemies briefly, sealing their special abilities. His Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Sashimi Platter</span></span></strong></span></span></span><span><span><span><span><span><span>, is another permanent buff that increases his ATK, but it has the secondary effect of tossing a finball to a nearby ally every time Jaye attacks, </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Ally-Heal-(Not-Medic)##stats"><span><span><span><span><span><span><span><span>healing them</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> for a percentage of the damage he dealt to his target. This heal can be beefed up even more (beef? But it’s fish!) by Jaye’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Anatomy Master</span></span></strong></span></span></span><span><span><span><span><span><span>, which increases Jaye’s ATK when targeting an Infected Lifeform. More ATK equals more damage equals more healing!</span></span></span></span></span></span></p> <p dir="ltr"><span><span><span><span><span><span>Jaye is certainly a unique kind of Operator, and not all Doctors will want to deal with the amount of DP he requires to keep working. It’s also important to remember that </span></span></span></span></span></span><span><span><span><strong><span><span>Sashimi Platter</span></span></strong></span></span></span><span><span><span><span><span><span> can only heal allies when Jaye is attacking; he can’t use it to heal allies in between enemy waves, for example. However, if you can keep him in business, Jaye is a shockingly powerful Operator. His fast attack speed and high damage potential are the perfect ingredients for nonstop healing, and his fast redeploy time and low SP costs make it easy to retreat him off the field when you don’t need him (so he stops eating DP) and then drop him back down when things heat up again. Keep this humble salesman well-fed and he’s sure to whet your appetite for success in return!</span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Talent: Great effects that help him in his role to duel enemies. Negating a freeze or stun to instead stun the attacker can be powerful against certain enemy types.<br> + Great counter to long range enemies that deal heavy damage.<br> + S2: Low SP charge with a lot of damage scaling potential if you have allies with multiple hits to help build up charges.<br> + S3: Great for crowd control as he can force enemies to approach one at a time. Attacks knock back with small force allowing him to stall well against smaller enemies. Evasion and taunt are useful against ranged enemies.<br></span> <span style="color:red;">- He can quickly eat DP if enemies are continually trying to stun him.<br> - S2: Requires a lot of set up and support to get the most out of it.<br> - S3: Ineffective against larger enemies as they can ignore the knockback.<br></span>Overview<p><span><span><span><span><span><span>Lee is the laidback (aka lazy) and mysterious proprietor of</span></span></span></span></span></span><a href="https://www.youtube.com/watch?v=6FPc0PeB3rM&ab_channel=ArknightsOfficial-Yostar"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Lee’s Detective Agency</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>. Why did he start this agency? Why has he brought together such disparate characters as a</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/aak"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>mad scientist</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, a</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/hung"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>loyal bodyguard</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, and a</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/waai-fu"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>college student</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> to be his staff? And why has he sent his best agents to Rhodes Island, only to later join the Doctor’s army himself? Is it because he thinks the Doctor needs a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Merchant Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> who is skilled at brewing tea, </span></span></span></span></span></span><span><span><span><strong><span><span>evading ailments</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>pushing away light enemies</span></span></strong></span></span></span><span><span><span><span><span><span>? Or is it because the Agency has bills to pay and he’s trying to pass the buck?</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Whether it’s his real goal or not, Lee is certainly an expert at dodging responsibility. The Merchant Specialist archetype has shortened redeployment time and the unique Trait of consuming DP as long as the Merchant Specialist is on the field. This encourages the player to retreat Lee off the field when he isn’t needed in order to save DP (so he gets to take a break on the bench). His E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Kindness Begets Prosperity</span></span></strong></span></span></span><span><span><span><span><span><span>, steals ASPD from enemies that Lee is blocking and doubles in potency when there is only one enemy nearby (so Lee doesn’t have to deal with too many problems at once). And his E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Preparedness Averts Peril</span></span></strong></span></span></span><span><span><span><span><span><span>, allows Lee to negate an incoming Stun or Freeze effect by consuming extra DP (so he doesn’t have to deal with the status ailment).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Lee’s Skills continue this trend. His S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Stern Admonishment</span></span></strong></span></span></span><span><span><span><span><span><span>, is a quick-charging permanent Skill that gives Lee an ATK buff and passive Arts Evasion (so he doesn’t have to deal with Arts damage). His S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Exorcise Evil</span></span></strong></span></span></span><span><span><span><span><span><span>, passively increases Lee’s ASPD but also has an active component where he places a charm on a nearby target. The charm explodes after a few seconds, dealing AoE Arts damage, but the trick is that the damage increases the more times the enemy gets hit before exploding… and the charm also has a Taunt effect, triggering all allies within range to attack the charmed victim first. (So Lee can let his allies do the work for him.)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Finally comes Lee’s S3, </span></span></span></span></span></span><span><span><span><strong><span><span>Honored Guests</span></span></strong></span></span></span><span><span><span><span><span><span>. This is a weird one. Once activated, Lee’s attack range expands to all eight grids around him, and he gains massive Physical and Arts Evasion against all attacks coming from outside his new attack range (so he doesn’t have to worry about ranged opponents). He also gains bonus ATK and DEF, as well as increased aggro. But most interestingly, with every attack, Lee will Push away all enemies except the target he’s attacking (so he only has to deal with one problem at a time). The buffs from this Skill are </span></span></span></span></span></span><span><span><span><span><em><span>permanent</span></em></span></span></span></span><span><span><span><span><span><span> once activated, allowing Lee to parry, punch, and Push for as long as you’re willing to shell out the DP to keep him on the field.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Lee’s kit is loaded with off-the-wall tools, as befits the head of a detective agency, and he’s got the stats to put his eccentric repertoire to good use. He’s not going to be soloing difficult maps anytime soon, though. His Trait’s DP drain makes him virtually unusable on stages with limited DP generation (i.e., Annihilation) and Block-1 limits the impact he can have on any given map. </span></span></span></span></span></span><span><span><span><strong><span><span>Honored Guests</span></span></strong></span></span></span><span><span><span><span><span><span> helps offset his Block-1—the Push makes Lee a roadblock that light enemies simply can’t get past—but Lee’s Push never increases in strength regardless of Skill level, so he’s limited in what enemies he can impede (in other words, he’ll only Push enemies if it’s not too much work for him). Signing a contract with Lee comes with a lot of provisos on what he can do and how much he’s willing to do it. Rest assured, however, that the benefits of employing this lazy Lung man well outweigh the costs.</span></span></span></span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Talent 2: Swire’s revive is the most unique part of her kit. They add a huge amount of flexibility to situations that would otherwise end runs early.<br> + S1: Allows for heli-drop healing in a FRD package.<br> + S2: Swire’s highest DPS skill. Bottles can be placed on enemy occupied tiles (unlike traps) which leads to high total damage before enemies can reach her.<br> + S3: Default double-strike gives her high base DPS against low-DEF enemies. Although highly technical, allows for very short windup burst that few others can match.<br></span> <span style="color:red;">- S1: In most situations, Jaye’s S2 will outheal Swire’s S1. Being restricted to her coins means it triggers less frequently. Swire2’s S1 also does not enhance her own offensive capabilities.<br> - S3: Low force level means that even with a full 10 hits, there are few dangerous enemies that will be meaningfully shifted.<br> - Trait: Like all Merchants, Swire is costly to place on the field early unless the clear is planned around her already.<br> - Swire2 is a highly technical unit and not all players will find her enjoyable to use.<br> - Swire2 generally lacks a unique niche among the 6★s. She is rarely the “best option” available.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Satsuma</p> <p> </p> <p>"Long time no see, Doctor. Cough, let me introduce myself again, the 'Chief-to-be' of the Lungmen Guard Department, Beatrix Schwire——I am really the Chief! Who said that the Chief of the LGD can't have a vacation?"</p> <p>------------------------------------------------</p> <p>"What's going on, who did you steal from?! Didn't you just nab a rich and stupid tourist who just came to Lungmen and was covered in famous brands? Why were we brought here?!"</p> <p>"How do I know?! I can't see anything when I'm tied so tightly. Who was it that hit so hard? Sigh... my arm really hurts, she's really strong...”</p> <p>"H-hey! W-we are under Big Sis Oni, y-you be careful now!"</p> <p>"How many years ago was Big Sis Oni, it's useless to mention her!"</p> <p>"Then... I-I am under 'Lin Kojui'! Be careful, watch yourself!"</p> <p>"... It's a pity Hoshiguma went back first and didn't hear what he said just now... Hey, smelly rat, he said he was from your side."</p> <p>"... Never seen him. But you are slow, I caught the one on the left three minutes faster than you."</p> <p>"Why don't you wait for me to put down my bag and replace this pair of high heels first before we have another match?"</p> <p>"Then go and change your outfit quickly. After being in Siesta for so long, the LGD has a lot of work, right? Miss Chief can't stay with me for too long, hurry back to where you should be."</p> <p>"Oh, I haven't officially become the Chief yet, why are you in such a hurry..."</p> <p>"I just feel that if you don't go back, the LGD will not be able to pay people's salary and then everyone will run away. Then I will be very busy."</p> <p>------------------------------------------------</p> <p><strong>Artist</strong>: <a href="https://weibo.com/yoomario?refer_flag=1005055013_">下野宏铭/yoomario</a> </p> <p><strong>VA:</strong></p> <ul> <li> <p>JP VA: <a href="https://myanimelist.net/people/11361/Sora_Tokui">Sora Tokui</a></p> </li> <li> <p>CN VA: Ying Xie/谢莹</p> </li> <li> <p>Cantonese VA: Dong Dong</p> </li> <li> <p>EN VA: <a href="https://www.behindthevoiceactors.com/Emma-Ballantine/#:~:text=Emma%20Ballantine%20is%20a%20voice,%2Factors%2Femma%2Dballantine%2F">Emma Balantine</a></p> </li> <li> <p>KR VA: Kim Yul</p> </li> </ul> <p>------------------------------------------------</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=DP-Drain-/-Merchant##null##cn##stats">Specialist [DP-Drain / Merchant]</a></p> <p dir="ltr"><strong>Alter: </strong>Swire</p> <p><strong>Trait:</strong> Has reduced Redeployment Time, but DP Cost is not refunded upon retreating; While deployed, 3 DP are consumed every 3 seconds (automatically retreats without sufficient DP)</p> <p><strong>Talent 1:</strong> When activating skill, gain 1 Coin (used for skill effects) During skill activation, whenever DP is consumed by Trait, gain 1 Coin and increase ATK (stacks up to a certain limit).</p> <p><strong>Talent 2:</strong> When receiving lethal damage, if there is sufficient DP, consume DP and recover a certain percentage of HP. Every activation of this talent doubles the DP cost</p> <p><strong>Skill 1:</strong> Spend 1 Coin. The next attack recovers a certain amount of HP to an ally within the 8 surrounding tiles with less than 50% HP When equipping this skill, Coin cap is 3</p> <p> </p> <p><strong>Skill 2:</strong> When there are no enemies within Attack Range, spend a Coin to place a Champagne Bomb on a deployable and passable ground tile within range. The Champagne Bomb deals Physical damage to the first enemy that touches it and Slows them for several seconds. If the Champagne Bomb is left on the field for several seconds, it deals an additional hit of damage When equipping this skill, Coin cap is 5</p> <p><strong>Skill 3:</strong> Attack hits 2 times. When defeating an enemy, gain 1 Coin. When skill is deactivated, spend all Coins and carry out random attacks against enemies ahead. Every Coin spent deals 1 hit of Physical damage and pushes the target away with certain force Infinite duration, can be manually deactivated When equipping this skill, Coin cap is 10</p> |
B |
Explanation
Summary<span style="color:green;">+ A DP Drain Specialist that can provide damage and niche buffs<br> + Talent: After not attacking for 4 seconds, the attack will deal additional damage and stun the target.<br> + S1: Heals very quickly and can be used to effectively activate his Talent after its short duration. Fast recharge after activation for repeated use. The extra block can be useful when fighting multiple enemies that don't hit too hard.<br> + S2: A moderate ATK buff with secondary side buffs. The secondary buff can be useful in different situations and be switched by deactivating and reactivating the skill.<br></span> <span style="color:red;">- S1: The threshold to activate the heal is very low and he can be easily killed before it activates.<br> - S2: The secondary buffs are not particularly powerful for the role of a DPS unit.<br></span>Overview<p><span><span><span><span><em><span>“Promotion?! Ohohoh, thank you for your appreciation, Doctor. From today on, little old me will go through fire and water without hesitation… um, how much can the salary increase?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Mr. Nothing made the mistake of getting on Closure’s bad side when he joined Rhodes Island by cutting into her profits with his multiple side businesses (including but not limited to: acupressure, Feng shui, massage, martial arts lessons, and weight loss advice). Closure went to teach him a lesson, and after she yelled at him for three hours… she took him on as her assistant and the two started making money together hand over fist. Common wisdom at Rhodes Island says that other than actual work, Mr. Nothing can do anything. He can certainly fight, taking to the field as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* DP-Drain Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> with the potential to do a little of everything: </span></span></span></span></span></span><span><span><span><strong><span><span>Stunning</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>blocking</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>self-buffing</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>ASPD debuffing</span></span></strong></span></span></span><span><span><span><span><span><span>, and even </span></span></span></span></span></span><span><span><span><strong><span><span>self-healing</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a DP-Drain Specialist, Mr. Nothing has a very quick redeployment time and a low DP cost, but passively consumes 3 DP every 3 seconds (which exactly consumes the player’s base DP regeneration, so be careful about that). While he’s consuming DP, he’s also charging his </span></span></span></span></span></span><span><span><span><strong><span><span>Unexpected Strike</span></span></strong></span></span></span><span><span><span><span><span><span> Talent—after several seconds of not attacking, Mr. Nothing’s next attack will deal increased damage and Stun his target. This combines nicely with his S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Cautious Retreat</span></span></strong></span></span></span><span><span><span><span><span><span>. When Mr. Nothing is equipped with </span></span></span></span></span></span><span><span><span><strong><span><span>Cautious Retreat</span></span></strong></span></span></span><span><span><span><span><span><span>, his Block passively increases by +1 and he automatically stops attacking or blocking when he gets low on HP. During the duration of </span></span></span></span></span></span><span><span><span><strong><span><span>Cautious Retreat</span></span></strong></span></span></span><span><span><span><span><span><span>, Mr. Nothing will regenerate a huge amount of HP and have just enough time to charge </span></span></span></span></span></span><span><span><span><strong><span><span>Unexpected Strike</span></span></strong></span></span></span><span><span><span><span><span><span>, coming back into the fight with guns (okay, paper fans) a-blazing.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Mr. Nothing’s S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Wax and Wane</span></span></strong></span></span></span><span><span><span><span><span><span>, is a bit more complex. When activated, it grants Mr. Nothing an ATK buff and one of three potential effects. You can tell which effect is granted based on the color of the aura Mr. Nothing gains:</span></span></span></span></span></span></p> <ol> <li><span><span><span><strong><span><span>Blue Aura: </span></span></strong></span></span></span><span><span><span><span><span><span>Mr. Nothing’s attacks will reduce the ASPD of his target</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>Fuchsia Aura:</span></span></strong></span></span></span><span><span><span><span><span><span> Mr. Nothing’s ASPD increases</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>Orange Aura:</span></span></strong></span></span></span><span><span><span><span><span><span> Mr. Nothing gains Physical Dodge and +1 Block count</span></span></span></span></span></span></li> </ol> <p><span><span><span><strong><span><span>Wax and Wane</span></span></strong></span></span></span><span><span><span><span><span><span> charges extremely quickly and can be turned on and off at will, so the player can toggle it on and off until the desired buff is activated. With a little luck, Mr. Nothing can fill different roles at different parts of a battle using this Skill: Blue can help an ally survive a heavy-hitting foe, Fuchsia is a large DPS increase, and Orange is an ideal defensive tool.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Mr. Nothing is certainly much trickier to use than his 4* equivalent, Jaye, and the difficulty is not entirely to his advantage. In addition to the usual disadvantages of a DP-Drain Specialist, Mr. Nothing’s Skills can actively work against you: </span></span></span></span></span></span><span><span><span><strong><span><span>Cautious Retreat</span></span></strong></span></span></span><span><span><span><span><span><span> can backfire if you’re not keeping track of Mr. Nothing’s HP, and a streak of bad luck can leave you cycling through </span></span></span></span></span></span><span><span><span><strong><span><span>Wax and Wane </span></span></strong></span></span></span><span><span><span><span><span><span>auras for much longer than you’d like. Heck, just remembering which aura is which can be a struggle! You can definitely say that Mr. Nothing makes battles more interesting, though. Gamble on another </span></span></span></span></span></span><span><span><span><strong><span><span>Wax and Wane</span></span></strong></span></span></span><span><span><span><span><span><span> roll, or adapt to the result you just pulled… after all, isn’t spinning the wheel of fortune why we’re playing a gacha in the first place?</span></span></span></span></span></span></p> |
Specialist Fast-Redeploy / Executor
EX |
Explanation
Summary<span style="color:green;">+ One of the best units in the game, featuring extremely high, near instant Physical damage on a Fast-Redeploy timer and tons of utility.<br> + S2: Absurd total burst damage in a true AoE.<br> + S3: Tons of utility while still having high damage. Extended reach from a melee tile, hits air units, and is invulnerable until the damage is dealt.<br> + S3: Decimates "raid boss" style enemies due to their large hit box.<br> + S1: While not as valuable as her S2 and S3, S1 has extremely high single-target DPS and total damage.<br></span> <span style="color:red;">- S2: Extremely vulnerable due to frail body and increased taunt. Will often be one shot by more dangerous enemies if she is not deployed with care.<br> - S3: The ideal usage to maximize damage is not obvious. The damage can feel weak at times if deployed poorly. It can be difficult to maximize (hint, deploy along the line of travel of a moving enemy).<br> - S1: Only works well against very low-DEF enemies.<br></span>Overview<p><span><span><span>Yato, who has previously been smartly dressed and permanently masked, is trying on a whole new style inspired by Monster Hunter. While her 2* version is classified as a Vanguard, she has always been more akin to a Fast-Redeploy unit, with her reduced redeployment time and lower stats. Kirin Yato is finally embracing the archetype she was always meant to be, as a <strong>limited 6* Executor Specialist</strong> who sports <strong>bonus Arts damage</strong>, <strong>multi-hitting attacks</strong>, and an <strong>invincible dash attack</strong> unlike anything seen in Arknights so far.</span></span></span></p> <p><span><span><span>Kirin Yato’s Talents are simple damage increases, and they’re very efficient at their job. Her E0 Talent, <strong>Kirin Bolts</strong>, adds bonus Arts damage to each hit she delivers, and her E2 <strong>Archdemon Mode</strong> gives her bonus ATK during her Skill and for several seconds after her Skill ends. Rest assured that even without <strong>Archdemon Mode</strong>, Kirin Yato’s Skills would be a force to be reckoned with. Her S2 is <strong>Blade Dance</strong>, which boosts the damage from Kirin Bolts and unleashes a ludicrous number of hits on the tile directly in front of her (with the risky caveat of increasing her Taunt level for the duration). What you’ve probably seen in the exhibition videos is her <strong>Heavenly Blade Dance</strong> S3, however: a Skill that causes Yato to dash through multiple tiles (the dash is longer the more enemies she hits) while doling out powerful AoE strikes along the way, hitting ground and air enemies alike. On top of all this, Yato is practically invincible during <strong>Heavenly Blade Dance</strong>, allowing her to pursue enemies and rack up nuclear amounts of damage from complete safety.</span></span></span></p> <p><span><span><span>Though you wouldn’t believe it on first glance, Kirin Yato does have some weaknesses that hold her back from complete godhood. As a Fast-Redeploy, she has mediocre base stats and is unable to reactivate her Skills after being deployed, which limits her long-term staying power in a fight. The regular <strong>Blade Dance</strong> comes with an aggro increase that can result in Yato getting ganked before she can finish her hits, and learning how to use <strong>Heavenly Blade Dance</strong> correctly can be very tricky and highly positioning-based. Is she worth the effort? Unquestionably the answer is YES. Between her range, her damage output, and her temporary invincibility, Kirin Yato is hard to beat.</span></span></span></p>
Explanation
Summary<span style="color:green;">+ Extremely versatile, both in combat and for party building<br> + Recasts skill and refills HP on kill, which fits her offensive assassin role well<br> + Unbeatable map control<br> + S2: Very high DPS in very short cycles, makes her an amazing assassin<br> + S3: High DPS in very short cycles against multiple enemies at once. Keeps her very safe through continuous interruptions.<br></span> <span style="color:red;">- Eats through your DP reserves<br></span>Overview<p><span><span><span>Texas has always been a woman of mystery. Between her apathetic demeanor and her strong work ethic for Penguin Logistics, she has always given the impression that she has no time for her past, whatever it might be. However, it seems that the past has time for her—a lineage of politicking and backstabbing is coming for Cellinia Texas, the last surviving member of the Texas mafia family, and she’s going to need her full strength to deal with it. Fortunately, as <strong>limited</strong> <strong>6* Executor Specialist</strong> Texas the Omertosa, she has more strength than she knows what to do with, combining <strong>high survivability</strong>, <strong>massive AoE Arts damage</strong>, <strong>Silence and micro-Stuns</strong>, and <strong>RES debuffs</strong> along with <strong>fast redeployment speed</strong> into one impossibly nasty Penguin Logistics-labeled package.</span></span></span></p> <p><span><span><span>Upon release, Texalter sets a whole new standard for the performance of Executor Specialists. The combination of her Talents and Skills creates an Operator with immense damage potential and widespread crowd control who can be dropped all around the field on very short notice. Her E1 Talent is <strong>Texas Tradition</strong>, which increases her ATK while a Skill is active and causes her to reactivate her equipped Skill when she first defeats an enemy after deployment. Meanwhile, her E2 <strong>Texas Sword Arts</strong> Talent grants bonus ASPD and damage mitigation <em>before</em> she defeats an enemy, giving her a very strong start for getting that first kill and resetting her Skill duration.</span></span></span></p> <p><span><span><span>As an Executor Specialist, Texalter’s Skills are passively activated as soon as she is deployed on the field. Her S1, <strong>Silent Drizzle</strong>, causes her attacks to Silence their targets and deal Arts damage over time. Her S2, <strong>Endless Downpour</strong>, starts by immediately dealing Arts damage to all nearby enemies and debuffing their RES. Then the Skill causes Texalter’s attacks to hit twice and deal Arts damage, absolutely destroying any targets touched by the initial RES shred. Finally, her S3 is <strong>Torrential Sword Rain</strong>, which starts with two blasts of AoE Arts damage and a Stun against all nearby enemies, followed by several seconds of reactivated Sword Rains against multiple nearby targets, with each inflicting reduced Arts damage and a shorter-duration Stun. Remember that all of these can have their duration extended by <strong>Texas</strong> <strong>Tradition</strong> if she gets at least one kill while the Skill is active!</span></span></span></p> <p><span><span><span>The closest thing to a limiting factor on Texalter is the way that Executor Specialist Skills activate automatically and cannot be reactivated after their duration ends (even if Texalter gets to bend that last rule with <strong>Texas Tradition</strong>). It is not advisable to drop Texalter on the field and simply leave her there; she needs to be retreated and redeployed several times in order to make the most of her Skills, which does lead to a necessary cost in time and DP.</span></span></span></p> <p><span><span><span>Other than that, Texas the Omertosa is an absurdly powerful unit to a degree that cannot be overstated. Her Talents and high Skill modifiers grossly inflate her damage potential, and her micro-Stuns provide an unexpectedly high level of crowd-control (and can even help her to Block enemies by constantly resetting the enemy’s attack animations). And on top of that, she can still do all the same things that other fast-redeploy Operators can do, such as body-blocking a powerful enemy ability or quickly repositioning to deal with spread-out enemy targets.</span></span></span></p> <p><span><span><span>“Omertosa” is the feminine form of an Italian term for holding back (or “being reticent”) due to a “conspiracy of silence.” Ironically, Texas the Omertosa represents a conspiracy being brought to light rather than being held back in silence… and she herself is certainly not holding back anymore. She’s going to destroy absolutely anything foolish enough to wander into range of her Sword Rains, and no conspiracy—silent or not—is going to be able to stop her now.</span></span></span></p> |
S- |
Explanation
Summary<span style="color:green;">+ Archetype: Greatly decreased redeployment time<br> + Talent: Can summon a clone. The clone has the same skill as Phantom and has a seperate redeployment time.<br> + Great crowd control and assassination Skill options<br> + S3: A very long duration of AOE crowd control when combined with his clone<br> + S2: front-loads his damage so even against hard hitting enemies you can get out a lot of damage before death<br> + His clone can block enemies and serve as a great distraction<br></span> = Without Potentials he can become very DP expensive after multiple redeploys<br> <span style="color:red;">- His clone cooldown is much longer than Phantom himself, so it can be tricky to coordinate with his clone if you redeploy him quickly</span>Overview<p><em>"This darkness is a refuge, a throne, and paradise. The spirits of the dead have never left, and I’ve cursed the world from atop their bones... Seeing me as I am now, do you still want to hear my song? Do you still dare... to stand before me?"</em></p> <p>The assassin Phantom: the survivor of a destroyed theater troupe with a voice that inspires madness, now a killer who brings death <em>beneath a moonless sky</em>. Though many have tried to <em>track down this murderer</em>, none have been successful. Many members of Rhodes Island believe there is no Operator called “Phantom” at all! But he exists: a versatile <strong>6</strong>★<strong> Fast-Redeploy Specialist</strong> with vast <strong>utility</strong> who sends enemies of Rhodes Island past <em>the point of no return</em>. And he does it <em>only for you</em>.</p> <p><span><span><span><span><span><span>Phantom’s defining feature is his ability to create a clone of himself through his Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Phantom in the Mirror</span></span></strong></span></span></span><span><span><span><span><span><span>. The clone uses Phantom’s equipped Skill, disappears if Phantom dies or retreats, and has its own separate redeploy timer, which is greatly reduced by Phantom’s E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Phantom Mastery</span></span></strong></span></span></span><span><span><span><span><span><span>. (It also wears a terrifying cat mask with empty eyes. I’d hate to see that thing at a </span></span></span></span></span></span><span><span><span><span><em><span>masquerade</span></em></span></span></span></span><span><span><span><span><span><span> ball.)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a </span></span></span></span></span></span>6★<span><span><span><span><span><span> Operator, Phantom has three Skills. All three trigger automatically when Phantom is deployed (making them the </span></span><em><span>overture</span></em></span></span></span></span><span><span><span><span><span><span> to his performance), and each serves a different purpose:</span></span></span></span></span></span></p> <ol> <li><span><span><span><strong><span><span>Phantom of the Night</span></span></strong></span></span></span><span><span><span><span><span><span> temporarily gives Phantom an HP shield and a Physical Dodge buff. This is a stalling or blocking Skill, giving you two Operators (Phantom and his clone) that can be dropped down to block gaps in your defense or to soak enemy damage/ skills.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>Bloody Opus</span></span></strong></span></span></span><span><span><span><span><span><span> gives Phantom multiple stacks of an ATK buff. One stack is consumed every time he attacks until the buff runs out, at which point you can retreat and redeploy him to refresh the stacks. This is his assassination Skill, used to eliminate key enemy targets.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>Night Raid</span></span></strong></span></span></span><span><span><span><span><span><span> causes Phantom to deal damage in an AoE around him when deployed. All enemies affected are pushed away and inflicted with a random movement-impairing debuff: Slow, Bind, or Stun. This is a crowd-control Skill, and it’s surprisingly spammable thanks to the low cooldown on Phantom’s clone: deploy the clone to trigger the Skill, retreat it immediately, then deploy our </span></span></span></span></span></span><span><span><span><span><em><span>dear old friend</span></em></span></span></span></span><span><span><span><span><span><span> again for another round of CC.</span></span></span></span></span></span></li> </ol> <p><span><span><span><span><span><span>Phantom is not an easy Operator to use (you might say he’s something of a </span></span></span></span></span></span><span><span><span><span><em><span>prima donna</span></em><span><span>). Like other Fast-Redeploy Operators, his base stats are mediocre--especially for a 6</span></span></span></span></span></span>★<span><span><span><span><span><span> unit--and constantly redeploying both him and his clone to maximize their effectiveness can quickly burn through your DP reserves. However, a creative Doctor can make great use of this </span></span><em><span>angel of music’s</span></em></span></span></span></span><span><span><span><span><span><span> ability to be set </span></span></span></span></span></span><span><span><span><span><em><span>down once more</span></em></span></span></span></span><span><span><span><span><span><span>, over and over again, in a fight to adjust the flow of battle. </span></span></span></span></span></span><span><span><span><span><em><span>All he asks of you</span></em></span></span></span></span><span><span><span><span><span><span> is to </span></span></span></span></span></span><span><span><span><span><em><span>look with your heart</span></em></span></span></span></span><span><span><span><span><span><span> and see </span></span></span></span></span></span><span><span><span><span><em><span>the beauty underneath</span></em></span></span></span></span><span><span><span><span><span><span>. </span></span></span></span></span></span><span><span><span><span><em><span>Are you ready to begin?</span></em></span></span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Greatly decreased re-deploy time<br> + Talent: Increased minimum damage, giving her decent damage against high DEF enemies<br> + S1: Great for assassinating lone squishy enemies<br> + S2: Great at disrupting enemy flow and special abilities<br></span> <span style="color:red;">- Very squishy vs Arts damage if not leveled<br> - Compared to Gravel, is much more expensive to re-deploy multiple times if you don't have at least Potential 4</span>Overview<p><em>"Wolves have fangs, I have my blade. Wolves do not rest, neither do I."</em></p> <p>Wolves are pack animals, and Projekt Red thrives when she is part of a pack. Red is a <strong>F</strong><strong>ast-Redeploy</strong> <strong>Specialist</strong> Operator that excels at disrupting enemies, retreating, then being quickly available for utilization again elsewhere.</p> <p>Her Talent, <strong>Chill</strong>, increases the minimum amount of damage that she deals, which is especially useful against heavily armoured enemies. Her first Skill, <strong>Execution Mode</strong>, grants her a brief ATK buff, and Physical and Arts Dodge chance, great for granting burst damage and survival when assassinating high priority enemies. However it is Red’s second Skill, <strong>Wolfpack</strong>, that takes full advantage of her fast-redeploy Trait. On deployment, <strong>Wolfpack</strong> deals AoE physical damage and briefly stuns nearby enemies. This is perfect for creating breathing room for a defensive line or disrupting troublesome channeling attacks from enemies such as the Sarkaz Caster or exploding spiders. This disruption can be utilized several times in a single mission.</p> <p>Red has very low HP with moderate ATK and DEF stats, making her rather vulnerable, especially against Arts Damage. Players need to be sure they are sending her on a mission she can complete successfully. Red may also suffer from quickly increasing DP costs as a result of her multiple redeployments, an issue only exacerbated due to the difficulty in maxing her potential as a result of her high rarity.</p> <p>Overall, this Wolf Hunter offers a unique tactical weapon to Doctors skilled enough to utilize it properly.</p> |
A |
Explanation
Summary<span style="color:green;">+ Trait: Significantly reduced redeployment time<br> + Reduce self deployment Cost by 1<br> + Easy to max potential for even lower DP cost<br> + The go-to human sacrifice when you need to delay enemies or soak big attacks or enemy specials<br></span> <span style="color:red;">- Extremely low ATK means she can't do much other than take hits<br> - Skill effects quickly wear off and then she can't do much</span>Overview<p><span><span><span><span><em><span>“Ahaha... You won't need to worry about any ambushes or assassination attempts. Because I'll aaalways be here with you.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Gravel may seem flirty when you first pull her, but she’s actually just an honest person being upfront about her feelings. To support her beloved Doctor’s plans, this </span></span></span></span></span></span><span><span><span><strong><span><span>4* Fast-Redeploy Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> uses her strong </span></span></span></span></span></span><span><span><span><strong><span><span>Defensive</span></span></strong></span></span></span><span><span><span><span><span><span> abilities to </span></span></span></span></span></span><span><span><span><strong><span><span>stall</span></span></strong></span></span></span><span><span><span><span><span><span> the enemy’s advance and </span></span></span></span></span></span><span><span><span><strong><span><span>tank </span></span></strong></span></span></span><span><span><span><span><span><span>nasty enemy Skills.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Gravel has a quick Redeploy Time, and she is also incredibly cheap. Her base DP cost is low and her Talents – </span></span></span></span></span></span><span><span><span><strong><span><span>Fast Redeployment</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Support of the Little</span></span></strong></span></span></span><span><span><span><span><span><span> – decrease it even further. She is meant to be dropped down multiple times in a battle to delay targets, soak damage, or trigger dangerous abilities, and her Skills support this stalling strategy: </span></span></span></span></span></span><span><span><span><strong><span><span>Shadow Assault</span></span></strong></span></span></span><span><span><span><span><span><span> gives her a huge DEF boost and </span></span></span></span></span></span><span><span><span><strong><span><span>Rat Swarm</span></span></strong></span></span></span><span><span><span><span><span><span> gives her a massive damage-soaking shield. Both Skills trigger on deployment and decay rapidly; once they wear off, call Gravel back so she can catch her breath and come back fresh when she is next needed.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In keeping with her Specialist classification, Gravel isn’t very good at anything outside her particular niche. Her DPS is atrocious, and she isn’t much of a tank once her Skills wear off. But if you’re having trouble with the blast of exploding spiders or the binding spell of Sarkaz Casters, Gravel is the woman for the job.</span></span></span></span></span></span></p> |
A- |
Explanation
Summary<span style="color:green;">+ A very unique Fast-Redeploy unit focused on either sleeping groups of enemies or dealing a burst of Arts damage<br> + Talent: reduces her block to 0 and gives her camouflage during skill activation, meaning most enemies wont be able to harm her while skills are active.<br> + S1: Very powerful on deploy Sleep that can stop enemies in their tracks for up to 5s. Useful in high risk CC to give your team a breather to recharge. The Sleep persists even if you immediately retreat her.<br> + S2: Deals a moderate burst of Arts damage and changes her basic attacks to Arts damage for the duration of the skill. With camouflage, she can safely be placed where other Operators cannot.<br></span> <span style="color:red;">- Extremely limited attack range that can be hard to utilize for many maps if you want to use her as DPS<br></span>Overview<p><span><span><span><span><em><span>“Doctor, Silence kicked me out again. I'm so sad, oh, boo hoo…. Eh? I screwed up her experiment first? Ah, Silence beat me to it…. Ahem, I'll be off then!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Kafka learned at a young age that she needed a strategy in order to survive in the slums where she was born. She has since perfected an attitude of saccharine cuteness—not in order to charm others, but in order to annoy them into leaving her alone. Her phony sweetness didn’t fool the top brass at Rhodes Island, however, especially Silence, who badgered her into getting Oripathy treatment and then into becoming a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Fast-Redeploy Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> with a knack for </span></span></span></span></span></span><span><span><span><strong><span><span>Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span> and the </span></span></span></span></span></span><span><span><span><strong><span><span>Sleep ailment</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>She may not look too special at first, but Kafka is surprisingly different from most of her fellow Fast-Redeploy units. A lot of this comes from her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Misdirection</span></span></strong></span></span></span><span><span><span><span><span><span>. While one of Kafka’s Skills is active, </span></span></span></span></span></span><span><span><span><strong><span><span>Misdirection</span></span></strong></span></span></span><span><span><span><span><span><span> prevents Kafka from blocking in exchange for an ATK buff and the Camouflage effect. This does mean Kafka is not a great choice for emergency blocking, but it also means that she’s very safe while using her Skills, virtually guaranteeing that their effects will run for the full duration.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>So what do her Skills do? Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Cube of Absurdism</span></span></strong></span></span></span><span><span><span><span><span><span>, affects all nearby enemies with Sleep when Kafka is deployed. Kafka cannot attack while the Sleep lasts, but when it wears off, she releases a powerful AoE Arts explosion around her, damaging her opponents as they wake up. Even more interesting is her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Shears of Surrealism</span></span></strong></span></span></span><span><span><span><span><span><span>. This aptly-named Skill drops a spectral pair of scissors on a grid two spaces away from Kafka when she is deployed, dealing a burst of AoE Arts damage and then several single-target Arts attacks thereafter.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>All of this comes together to make a very unusual Operator. Sleep is a double-edged sword of an ailment (unless your name is Blemishine) and the positioning needed to use </span></span></span><strong><span><span>Shears of Surrealism</span></span></strong><span><span><span> can be hard to remember and even harder to put into practice. However, if you’re good at thinking outside of the box (or perhaps outside of the cube?) then Kafka can be a fascinating ally. </span></span></span><strong><span><span>Cube of Absurdism</span></span></strong><span><span><span> can be better than blocking if used well, and </span></span></span><strong><span><span>Shears of Surrealism</span></span></strong><span><span><span> can slice up enemies that other Operators would not be able to reach while Kafka sits safe and sound under her </span></span></span><strong><span><span>Misdirection </span></span></strong><span><span><span>Camouflage. Kafka’s eccentricities aren’t for everyone, but her value to Rhodes Island should not be underestimated.</span></span></span></span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Trait: Greatly reduced redeployment time<br> + Talent: Each attack has a chance to increase ATK and knock the target back with very small force<br> + Passive knockback chance<br> + S1: Good at assassinating squishy targets or weakening stronger targets 1v1<br> + S2: Long duration AoE silence and moderate AOE dmg, great for mobs of those exploding spiders<br></span> <span style="color:red;">- Her Archetype competition, Projekt Red, has a stun that is more useful in a wider variety of situations</span>Overview<p><em>"Sorry, Doctor, Rhodes Island is just a part-time job for me. I have to study hard to make sure I have a nice, normal future ahead of me. I am committed to keeping in touch with everyday society."</em></p> <p><span><span><span><span><span><span>A transfer student to Rhodes Island who was underestimated by every Rhodes Island official that tested her suitability for the transfer program. Her prowess in combat wowed all the testers, and so she became a 5</span></span></span></span></span></span><strong>★</strong><span><span><span><strong><span><span> Fast-Redeploy Specialist</span></span></strong><span><span><span> whom Doctors can deploy on the field to </span></span></span></span></span></span><span><span><span><strong><span><span>damage</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>debuff</span></span></strong></span></span></span><span><span><span><span><span><span> their enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like most Fast-Redeploy Specialists, Waai Fu’s Skills trigger automatically when she is deployed, providing short bursts of high power. Her Skill 1—</span></span></span></span></span></span><span><span><span><strong><span><span>Explosive Strike</span></span></strong></span></span></span><span><span><span><span><span><span>—boosts her ATK for a short time and also causes her attacks to weaken her enemies with an ATK debuff, while her Skill 2—</span></span></span></span></span></span><span><span><span><strong><span><span>Disruption Kick</span></span></strong></span></span></span><span><span><span><span><span><span>—immediately damages all enemies around her and disables their special abilities. Having trouble with the Sarkaz Casters’ immobilization spell or the exploding slugs’ suicide bombing? Drop Waai Fu on their heads and worry no longer! Waai Fu’s Skills are augmented further by her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Wing Chun</span></span></strong></span></span></span><span><span><span><span><span><span>, which has a chance to increase her ATK and inflict knockback every time she attacks.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>While her Talent gives her some punch after deployment, don’t misunderstand: Waai Fu’s usefulness is almost always limited to the duration of her equipped Skill. After her Skill has been used, Waai Fu’s unimpressive stats and the low activation chance of her Talent make her a poor choice for an active unit. Of course, that’s why she has the Fast-Redeploy trait! Pull her back, give her a quick breather, and send her back in once she’s ready to crack a few more skulls and stop a few more special abilities. Never underestimate a good Waai Fu: she will always be there for you when you need her most.</span></span></span></span></span></span></p> <p> </p> |
C+ |
Explanation
Summary<span style="color:green;">+ Trait: Ignores deploy limit<br> + Talent: Decent on-deploy AOE damage and applies the [Fragile] debuff that boosts damage taken by enemies<br> + Cheap to deploy and develop<br> + Useful in bursting down high HP bosses, and for stages with lowered deploy limits<br></span> <span style="color:red;">- The long redeployment time will only allow one or two talent uses on most maps.<br> - Doesn't attack normally<br></span>Overview<p><span><span><span><span><span><span>Another casualty of “Master Closure’s” campaign to brainwash Rhodes Island’s robots into adoring her unconditionally, Thermal-EX is a </span></span></span><strong><span><span>1</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Robot Specialist</span></span></strong><span><span><span> who specializes in, well… </span></span></span></span></span></span><span><span><span><strong><span><span>blowing himself the hell up</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like the other Robots in Arknights, Thermal-EX works a little differently from human Operators. Robots don’t count toward the Unit Limit when deployed, but they have extremely long redeployment timers. In addition, they have no Skills and cannot promote; their power comes primarily from their Talents. Thermal-EX’s Talent is called </span></span></span></span></span></span><span><span><span><strong><span><span>Delayed Detonation</span></span></strong></span></span></span><span><span><span><span><span><span>. I think you can see where this is heading.</span></span></span></span></span></span></p> <p><span><span><span><strong><span><span>Delayed Detonation</span></span></strong><span><span><span> causes Thermal-EX to charge up for a few seconds and then explode, damaging all enemies around him and inflicting the Fragile debuff on anything that survives. After exploding, Thermal-EX is forcibly retreated from the battlefield. The damage is nice, but the real benefit here is the Fragile debuff, which increases the damage taken by its victims. Detonating Thermal-EX on a tough boss or a wave of difficult enemies makes it much easier for your other Operators to burn them down quickly.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Even for a Robot unit, Thermal-EX can be a little situational. Robots are often used as decoys for enemy attacks because they don’t count towards the Unit Limit, but since Thermal-EX doesn’t stick around, he can’t always fill that role in the same way (though Thermal-EX’s high DEF does allow him to soak a hit or two before he, uh, “retreats”). His long redeployment timer also limits the number of detonations you can get on a given stage. However, the Fragile debuff is extremely powerful (though keep in mind it doesn’t stack with other Fragile buffs from Operators), and it can tip the balance if you’re struggling on a particular stage. Considering how cheap Thermal-EX is to max out, this cheerful little ro-bomb is certainly worth the investment.</span></span></span></span></span></span></p> <p> </p> |
Specialist Puller / Hookmaster
S |
Explanation
Summary<span style="color:green;">+ A Puller Specialist with skills that focus on AOE crowd control<br> + Free max potential 6 Star Operator<br> + Talent: Significant boost to survivability for <a href="https://gamepress.gg/arknights/taxonomy/term/161">Abyssal</a> Operators, especially when facing seaborn enemies.<br> + Has stats and abilities that enable her to function as a Guard in some cases (especially useful for newer players with limited rosters)<br> + S2: A good skill with decent cooldowns. It is especially useful in some Contingency Contract maps with holes where you can insta-kill some very buffed up medium weight enemies.<br> + S3: Great crowd control and damage against lighter enemies, as it can trap them for its full duration. Can bunch up enemies to make them easier to take out with radius-type attacks (eg splash, chain)<br></span> <span style="color:red;">- S3: High skill SP cost<br> - usefulness outside of the puller utility drops significantly against heavier enemies and for players with larger rosters.</span>Overview<p><span><span><span><span><span><span>Gladiia is responsible for Aegir affairs on Rhodes Island (presumably because Specter can’t be trusted with diplomatic missions). She’s been with Rhodes Island for a long time, but she’s more or less unknown amongst her fellow Operators, as she focuses entirely on her role relating to the Aegir people. Rumors of her gory fighting style circle in Rhodes Island water cooler gossip, but very few people are aware that Gladiia is a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Puller Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> who </span></span></span></span></span></span><span><span><span><strong><span><span>supports the Abyssal Hunter Operators</span></span></strong></span></span></span><span><span><span><span><span><span>, does </span></span></span></span></span></span><span><span><span><strong><span><span>bonus damage to lightweight enemies</span></span></strong></span></span></span><span><span><span><span><span><span>, and of course </span></span></span></span></span></span><span><span><span><strong><span><span>Pulls enemies</span></span></strong></span></span></span><span><span><span><span><span><span> across the field to their certain doom.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As the Aegir consul for Rhodes Island, Gladiia’s E1 Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Waves of Aegir</span></span></strong></span></span></span><span><span><span><span><span><span>—is perfectly in character. As long as Gladiia is on the field, the other members of the </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/taxonomy/term/161"><span><span><span><span><span><span><span><span>Abyssal Hunters </span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>constantly recover HP and will take less damage from Seaborn enemies. At E2, Gladiia enhances her own combat prowess with </span></span></span></span></span></span><span><span><span><strong><span><span>Survival of the Fittest</span></span></strong></span></span></span><span><span><span><span><span><span>, a Talent that increases her damage against lightweight enemies. These two Talents give Gladiia some much-appreciated extra utility, something Puller Specialists have traditionally lacked.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Of course, Gladiia’s main job is Pulling enemies, and her Skills do this with a vengeance. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Waterless Parting of the Great Ocean</span></span></strong></span></span></span><span><span><span><span><span><span>, is a cheap, simple Pull that notably stores multiple charges--something most similar Skills do not do. Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Waterless Grasp of the Raging Seas</span></span></strong></span></span></span><span><span><span><span><span><span>, is also a Pull, but a very different one: for the Skill duration, Gladiia’s attacks Pull multiple enemies (prioritizing Blocked enemies) over an increased attack range. She also deals increased damage during this time, though she attacks more slowly to compensate. But her most visually impressive Skill is </span></span></span></span></span></span><span><span><span><strong><span><span>Waterless Dance of the Shattered Maelstrom</span></span></strong></span></span></span><span><span><span><span><span><span>, which creates a huge tornado on a faraway target. All enemies who wander into the tornado’s range suffer Arts damage, are inflicted with Slow, and are regularly Pulled toward the center of the tornado. Then, when the Skill ends, all enemies within the tornado (who are still alive) are Pulled towards Gladiia so she can finish cutting them to pieces at her leisure.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The big problem with Pullers up to this point is that they are usually only good when a stage has instant-death traps… and so far, any rarity of Puller can accomplish this job much the same as any other. Gladiia still somewhat suffers from this problem, despite her extra utility. Yes, she can do some cool stuff with her Pulling, but if all you’re doing is dragging stuff into an instant-death pit, 4* Rope is probably just as good and also much cheaper to raise.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Gladiia is only really going to </span></span></span></span></span></span><span><span><span><span><em><span>pull</span></em></span></span></span></span><span><span><span><span><span><span> her weight (pun intended) if you’re utilizing her kit to the utmost. If you love using the Abyssal Hunter Operators, are going up against lighter (preferably Seaborn) enemies, or have intricate plans in mind for S2/ S3 (i.e., exploiting the “Blocked enemy” priority on S2 or using S3 to drag enemies together for splash damage attacks) then Gladiia suddenly becomes quite powerful. She deploys at a cheap DP cost, has respectable DPS with S2, and messes with enemy positioning in fun ways. Plus she does a Puller’s regular job everywhere else! Not every Doctor needs the very specific advantages Gladiia brings to the table, but those who do should appreciate her very much indeed.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Trait: Can be deployed on Melee or Ranged grids<br> + Talent: When not blocking, +ATK and +DEF<br> + S2: incredibly strong when leveled up, especially in annihilation mode<br> + S1: lower cool-down makes it a better version of Rope's Skill<br> + Half utility and half DPS with strong damage and short cool-down stuns<br></span> <span style="color:red;">- Pull Specialists are very situational when there are no pits and her viability plummets without them<br> - Less deployment opportunities for Pull Operators than Push Operators</span>Overview<p dir="ltr"><em>“I'm Cliffheart, the one who dreams to touch the sky! That's right, I'm really talented.”</em></p> <p dir="ltr">Despite being Infected with Oripathy, Cliffheart retains a cheerful demeanor and wants nothing more than to bring the SilverAsh family closer together. She is a 5★ <strong>Pull Specialist</strong> who can <strong>Shift</strong> enemies by Pulling them with her climbing tools. Although she is a physical melee damage dealer, she can be deployed on Ranged Grids as well.</p> <p dir="ltr">The primary reason for using Shift Operators is their ability to forcibly move enemies into holes or pits in the ground, instantly killing them. Cliffheart’s first Skill, <strong>Chain Hook</strong>, gets the job done by pulling the target towards her and adding extra Arts damage. Her second skill, <strong>Binding Chains</strong>, provides a jump in utility, as it enables her to pull multiple targets and does DEF- and RES-ignoring damage while stunning for a short time. This makes Cliffheart one of the few Operators with DEF/ RES-ignoring damage. The drawback with Skill 2 is that it has a much longer cooldown than Skill 1, so which is better to use depends on the frequency and group size of enemy spawns.</p> <p dir="ltr">The only real drawback of Cliffheart is that her higher rarity and damage potential doesn’t make her better at the core job of Pulling, meaning lower-rarity Operators can satisfy the core requirements (albeit while offering less utility) at cheaper Deployment and investment costs. That being said, Cliffheart is obtained for free via the starter rewards, and she has a very fluffy tail and a cool hat, meaning many players will love having Cliffheart as their team’s main Puller.</p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Can pull enemies using Skills, and can be deployed on Ranged or Melee grids<br> + Talent: Silences [Infected Lifeforms] (like exploding spiders!) and at E2, increases her Pull strength against them.<br> + S1 and S2: Applies Slow to targets<br> + Free event Operator is easy to max Potential<br></span> = S2: True AoE that pulls ALL enemies (Cliffheart can pull maximum 3, and Rope 2), but enemies must be close together, making it difficult to catch multiple enemies<br> <span style="color:red;">- At maximum development, Cliffheart skills have lower SP cost<br> - Pull Specialists are not commonly needed, and her usefulness decreases dramatically outside of her niche</span>Overview<p><span><span><span><span><span><span>A Lungmen researcher who can become enthusiastic about even the tiniest, fluffiest pieces of information. Her research was plagiarized by her superiors in the research department so they could take the credit, but her brilliance was recognized by Rhodes Island, which invited her onboard as a </span></span></span><strong><span><span>5</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Shift Specialist</span></span></strong><span><span><span> who can </span></span></span></span></span></span><span><span><span><strong><span><span>Pull</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Slow</span></span></strong></span></span></span><span><span><span><span><span><span> her opponents, especially “Infected Creatures.”</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Pull Specialists are primarily used to pull enemies, particularly when there are pits or other deadly hazards on a stage. Snowsant accomplishes this task with both of her Skills, but in different ways. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Barbed Clawhook</span></span></strong></span></span></span><span><span><span><span><span><span>, is a single-target pull that triggers automatically; it has low pull strength, but also a shorter charge time. In contrast, </span></span></span></span></span></span><span><span><span><strong><span><span>Telescoping Electric Net</span></span></strong></span></span></span><span><span><span><span><span><span> (her Skill 2) is a stronger pull that is triggered manually and affects all enemies in a small AoE, but takes longer to charge. Both Skills Slow enemies, but </span></span></span></span></span></span><span><span><span><strong><span><span>Telescoping Electric Net</span></span></strong><span><span><span> has a longer Slow duration and deals Arts damage. In addition, both Skills are boosted by Snowsant’s Talent, </span></span></span><strong><span><span>Bug Catcher</span></span></strong><span><span><span>. When pulling an Infected Creature-type enemy, Snowsant’s Skills will not only Slow them, but also Silence them. After E2 promotion, it also increases Snowsant’s pulling strength against Infected Creatures, allowing her to drag heavier Creatures to their deaths in short order!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Snowsant has a rather special niche amongst Shift Operators, since she is designed to counter a particular enemy type. However, in a way, this is also her weakness. If you have already built another Pull Specialist like Rope or Cliffheart, then building Snowsant just to Pull specific enemies may not be worth the investment. However, Snowsant </span></span></span></span></span></span><span><span><span><span><em><span>does </span></em></span></span></span></span><span><span><span><span><span><span>have the added benefit of Slowing all enemies she pulls, and having a true AoE pull can sometimes come in handy. She also benefits from being a welfare Operator, which makes it easy to max her Potential. If you’re in the market for a Pull Specialist, then Snowsant’s ready and able to fill the position! </span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ Trait: Can be deployed on Melee or Ranged grids<br> + Talent: Physical Dodge gives her good physical damage mitigation<br> + S2: Can reach long distances<br> + Satisfies the core needs of a Pull Specialist<br></span> = Tanking as a Pull Specialist isn't practical most of the time<br> <span style="color:red;">- Generally all-around weaker utility than Cliffheart<br> - Harder to find spaces for Pullers than Pushers</span>Overview<p dir="ltr"><em>“For a grappling hook to be sturdy, choosing a good rope is the key. Hm? Why do I like my grappling hook so much, you ask? Well, duh... try scaling a building with your bare hands and you'll see.”</em></p> <p dir="ltr">A former street urchin turned thief, Rope now puts her unique Talents to use aiding Rhodes Island in gathering Intel. She is a <strong>Specialist </strong>Operator who specializes in <strong>Shift</strong>ing enemies by Pulling them towards herself.</p> <p dir="ltr">Shift Operators fill a unique role: they can instantly eliminate enemies by pulling or pushing them into holes, off edges, or into traps. How “big” an enemy they can move depends on the level of the Skill, so Skills and Skill Levels are top-priority for these Operators. Rope’s first Skill, <strong>Hook Shot</strong>, satisfies the basic Pull needs while also doing Physical damage. <strong>Double Hook</strong>, her second Skill, increases her utility further by extending her range and allowing her to pull 2 enemies at a time.</p> <p dir="ltr">Pull Operators mainly just need to do their core role: Pulling. However, Rope being relatively low rarity means it is cheaper to raise her Potential and Skill Levels than her higher-rarity counterparts. Other Pull options exist that offer different utility than Rope, but she will not disappoint if she is chosen to be a team's main Pull Operator.</p> |
B- |
Explanation
Summary<span style="color:green;">+ S1: Charge based Shift skills are quite useful in general. Along with her Talent, she can have 4 charges immediately available.<br> + S2: Four second bind.<br></span> = Talent: Her Talent gives her relatively quick access to multiple shifts, but is useless after.<br> <span style="color:red;">- S1: Unfortunately, S1's value is neutered by a poor Force level which doesn't improve over Mastery.<br> - S2: The distance a pull skill moves an enemy is actually related to how far away the enemy is from the operator. By pulling the enemy closer, each pull gets "weaker", so the shift distance is not as good as it may appear. In fact, her S2 will rarely pull an enemy further than the other Hookmasters. Higher SP cost than comparable skills on the other Hookmasters. Only one target while Snowsant, Cliffheart, and Rope can all pull multiple.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Setsura</p> <p>"I am the engineer sent by BlackSteel to collaborate with Rhodes Island. Just call me Almond. You are the Doctor Jessica mentioned? I have to take a good look at you, um... There is nothing special."</p> <p>------------------------------------------------</p> <p>"Have you heard? We are going to have an engineer for this round of exchange program with BlackSteel."</p> <p>"Really? I thought there were only mercenaries with guns in BlackSteel... Do you have her resume?"</p> <p>"Yes, I just got a glance at it, and it seems to be a newcomer who has only worked for more than a year. Here you go."</p> <p>"Wow, after joining BlackSteel International, she has served as the Chief Technical Officer of the team in operations many times. And the Chief is still so young... She must be the kind of genius who is silent and devoted to scientific research, right?"</p> <p>A series of footsteps stopped abruptly at the entrance of the engineering department, followed by voices.</p> <p>"Hello, I'm the engineer sent by BlackSteel to come to Rhodes Island for the exchange. Just call me Almond. Heavy machinery and power engineering are my specialties, and I also have a little bit of experience in energy systems. Don't underestimate me because I look small, I can handle a lot. I would be more than happy to be invited for a drink after work. I am a good drinker so you don’t need to take care of me. Thanks. By the way, who is the person who manages the budget here? I want to introduce myself. Also, is the prototype drawing for the automatic transmission here? I want to take a look..." </p> <p>"Huh? Don't you guys have anything to ask? What are you doing just staring at me?"</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://m.weibo.cn/u/7778406252?jumpfrom=weibocom&refer_flag=1005055013_">直立行走</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/21515/Yuu_Serizawa">Yu Serizawa</a></p> <p>------------------------------------------------</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Puller-/-Hookmaster##null##cn##stats">Specialist [Puller / Hookmaster]</a></p> <p><strong>Trait:</strong> Can Shift enemies by using skills. Can be deployed on Ranged Tiles</p> <p><strong>Talent 1:</strong> Recover SP after the end of the first skill used in each battle</p> <p><strong>Skill 1:</strong> The next attack pulls the target towards self with certain force and deals a certain amount of Physical damage. Can hold charges.</p> <p> </p> <p><strong>Skill 2:</strong> When skill is activated, fire a hook towards the target and Bind it, then periodically deal Physical damage and drag the target towards self with certain force until the skill ends.</p> |
Specialist Pusher / Push Stroker
S |
Explanation
Summary<span style="color:green;">+ Trait: Attacks multiple enemies equal to block count<br> + Talents: Can summon a water cannon on an open tile to continuously push enemies back and, if she is adjacent, regenerate Weedy's SP<br> + S2: changes her basic attack into a ranged push that can infinitely knock back multiple enemies depending on their weight and movement speed<br> + S3: Can fire a long range shot from both Weedy and her canon that does a large amount of True damage based on how much an enemy is moved. When both shots hit the same enemy it increases the pushing power to a level that is currently unmatched<br> + Extremely useful in CC maps, as her True damage and pushing power enable some unique strategies, and she keeps most of her effectiveness under CC Contract debuffs<br></span> <span style="color:red;">- Her skills require a lot of room to move enemies in order to be effective<br> - S2: if an enemy moves too quickly, they will hit her before she can knock them back, and she lacks any defensive abilities</span>Overview<p><span><span><span><span><span><span>Weedy is a </span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/Leafy_seadragon"><span><span><span><span><span><span><span><span>leafy seadragon</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> and also a researcher who’s been with Rhodes Island since its inception. She suffers from extreme OCD and germophobia, so until recently, she refused to take to the battlefield. However, now that she’s finished designing an industrial water cannon and a pressurized water bazooka, she’s getting her hands dirty (but not literally) as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Pusher##null##cn##stats"><span><span><span><strong><span><span><span><span>Push Specialist</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> with some unexpected </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> potential.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Most Push Specialists are somewhat niche, as their true strength only comes out on stages with lethal terrain like pits or quicksand. Weedy decided to fix this problem. She started with her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Industrial Water Cannon</span></span></strong></span></span></span><span><span><span><span><span><span>, which allows her to deploy a temporary Water Cannon that can also push enemies, allowing her to push in two places at once. Her E2 Talent, <strong>Upgraded </strong></span></span></span></span></span></span><span><span><span><strong><span><span>Water Cannon</span></span></strong></span></span></span><span><span><span><span><span><span>, increases the Water Cannon’s push force and enables it to give her SP when it is deployed next to her. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Barrel Burst</span></span></strong></span></span></span><span><span><span><span><span><span>, is a basic auto-trigger pushing Skill that also Stuns enemies. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Hydraulics Mode</span></span></strong></span></span></span><span><span><span><span><span><span>, takes a long time to charge, but permanently changes her basic attacks into stronger ranged </span></span></span></span></span></span><span><span><span><span><em><span>splash</span></em></span></span></span></span><span><span><span><span><span><span> attacks (teehee) that push away all damaged enemies, though at lower force than her other Skills. But then she devised her Skill 3, </span></span></span></span></span></span><span><span><span><strong><span><span>Liquid Nitrogen Cannon</span></span></strong></span></span></span><span><span><span><span><span><span>, and the world of pushing was forever changed.</span></span></span></span></span></span></p> <p><span><span><span><span><span><strong>Liquid Nitrogen Cannon</strong> pushes all enemies in a straight line in front of Weedy and also causes </span></span></span></span></span><span><span><span><span><em><span>massive</span></em></span></span></span></span><span><span><span><span><span><span> amounts of true damage to all pushed targets based on how far they were moved. The trick is, if Weedy is standing next to her Water Cannon when she uses this Skill, the Water Cannon will fire the same shot but even stronger, pushing enemies even farther away and thus dealing even more damage. The results truly have to be seen to be believed. Who needs a pit to kill enemies when your push itself is a lethal weapon?!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Weedy may be less reliant on terrain than other Push Specialists, but positioning is still a big issue for her. She needs long straightaways that she can shove enemies down to maximize her damage, and she needs space to stand next to her Water Cannon to reach her full potential. She’s also got a high DP cost, especially factoring in her Water Cannon, which has to be constantly redeployed. Don’t let these finicky little quirks distract you from Weedy’s crazy potential, however. She may be new to the battlefield, but she’s an expert at cleaning up other people’s messes.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ A Push Stroker with some very unique niches.<br> + S2: can shift enemies in the direction he is facing rather than the direction of the attack, giving him a unique niche. He can push into many holes other Push Strokers can't such as those he is deployed in front of. He can also shift enemies through him, such as if blocked from the back or the side.<br> + Skills deal no damage, allowing him to shift enemies that would otherwise trigger on receiving damage.<br></span> <span style="color:red;">- S1: heavily map dependent and usually inferior to other options even in the best case scenario.<br> - Shifters will always be a map dependent and niche solution, so investment can be very expensive for the benefits.<br> - Requires expensive Masteries to be viable for more than basic scenarios.<br> - For basic story purposes, Shaw is still better and for stalling purposes, FEater is still better.<br></span>Overview<p><span><span><span><span><span><span>Enforcer’s dapper dress sense and relaxed expression belie his high ranking within the Laterano Notarial Hall. Not content with the high ranking of Executor (the ranking that Operator</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/executor"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Executor</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> holds), this Sankta has gone above and beyond to the position of Enforcer. It might be a bit worrying that the powerful Notarial Hall is placing more of their own agents into Rhodes Island’s ranks. However, it’s hard to turn down the unique help of Enforcer, a 5* Push Stroker Specialist with many interesting abilities: </span></span></span></span></span></span><span><span><span><strong><span><span>ignoring DEF</span></span></strong></span></span></span><span><span><span><span><span><span> based on weight, </span></span></span></span></span></span><span><span><span><strong><span><span>Stunning</span></span></strong></span></span></span><span><span><span><span><span><span> enemies, and </span></span></span></span></span></span><span><span><span><strong><span><span>Pushing in unusual directions</span></span></strong></span></span></span><span><span><span><span><span><span> while dealing no damage.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The only damage boost in Enforcer’s kit is his Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Trick Shot</span></span></strong></span></span></span><span><span><span><span><span><span>, which allows him to ignore DEF when attacking heavy enemies. Enforcer isn’t here to do his job by force—he takes the aikido approach of applying just enough pressure to change an enemy’s direction. His two Skills look like typical Push Stroker Skills at first glance—the </span></span></span></span></span></span><span><span><span><strong><span><span>Defensive Shot</span></span></strong></span></span></span><span><span><span><span><span><span> S1 is an automatic Push with lower force, and the </span></span></span></span></span></span><span><span><span><strong><span><span>Wild Shot</span></span></strong></span></span></span><span><span><span><span><span><span> S2 is a manual Push with higher force. However, there is a lot of nuance to Enforcer’s Push:</span></span></span></span></span></span></p> <ul> <li><span><span><span><span><span><span>Enforcer’s Skills DO NOT deal damage. This allows Enforcer to Push enemies that would trigger special effects upon taking damage (i.e., flagbearers) without setting them off.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Enforcer’s Skills inflict Stun. The S1 only Stuns if he pushes the target(s) into a high-ground tile (in other words, if his push slams the enemy into a wall). </span></span></span></span></span></span><span><span><span><strong><span><span>Wild Shot</span></span></strong></span></span></span><span><span><span><span><span><span> Stuns by default, but the Stun duration is increased if he pushes the target(s) into a high ground tile. Also, if Enforcer pushes one enemy into another enemy with </span></span></span></span></span></span><span><span><span><strong><span><span>Wild Shot</span></span></strong></span></span></span><span><span><span><span><span><span>, both targets will be Stunned.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Enforcer’s S2 is very special because it pushes enemies FORWARD rather than AWAY. If you point Enforcer away from his targets and then use S2, he will push enemies straight through himself in the direction he is facing. If you point him to the left, he will push enemies through himself and to the left. If you put him on a high-ground tile, you can push enemies off to the sides in whatever direction he’s facing.</span></span></span></span></span></span></li> </ul> <p><span><span><span><span><span><span>All of these strange caveats allow Enforcer to pull off some fun big-brain plays. However, is this useful? It depends on your playstyle. Even with his Talent, Enforcer’s damage potential is relatively low due to his non-damaging Skills, and his utility is rarely necessary to complete a map. On the other hand, Enforcer can sometimes perform jobs that other Pushers could not (i.e., moving flagbearers without triggering them) or complete complicated pushes singlehandedly (i.e., pushing around a corner in a way that would usually require a Blocker and a Pusher working in tandem), which can open useful avenues of strategy for a creative Doctor. Here’s hoping he’s not secretly spying on Rhodes Island behind the scenes, because there are some Doctors who would be very sorry to see him go.</span></span></span></span></span></span></p> <p> </p>
Explanation
Summary<span style="color:green;">+ Talent: Passive Physical Dodge<br> + Trait: Attacks multiple enemies equal to block count<br> + Trait: Can be placed on melee or ranged grids<br> + Skills do what Shaw does and more<br> + Can reach huge push force that can move even large enemies<br> + Great when paired with Angelina<br></span> <span style="color:red;">- Much less viable when there are no holes or hazards on the map</span>Overview<p dir="ltr"><em>“Doctor is napping, huh? Guess I'll slack off for a bit too. Mmm, this couch is so fluffy!”</em></p> <p dir="ltr">“Girl Meets Oripathy”: the story of how a famous action movie star from Yen has found a new purpose within Rhodes Island. As a 5* Specialist Operator, FEater specializes in <strong>Shifting</strong> the playfield by <strong>Knocking Back</strong> enemies while also <strong>Slowing</strong> them. </p> <p dir="ltr">FEater is a niche Operator used for specific strategies, usually only on stages with environmental hazards. She has two Skills, both which knock the enemy back while applying Slow. <strong>Skill 2: Destructive Fist</strong> comes with a higher SP cost, which means it can be used less often. However, it is manually activated, can reach a strong push force at maximum level, and has a bigger impact in terms of knockback, slow and damage. Meanwhile, <strong>Skill 1: Raging Iron Fist</strong> has a low SP Cost and is automatically activated but has a smaller effect. Push force increases at certain Skill levels, allowing FEater to push heavier opponents. </p> <p dir="ltr">FEater can weaken the enemy forces by pushing her targets into environmental hazards, instantly taking out enemies without having to struggle with their mechanics. As a Shift Operator, FEater only requires enough Skill Levels to push her targets to their deaths and enough HP to stay alive. Outside of her pushing strength, she won’t see much combat usage, which is why she is a niche Operator and should only be used on missions where her expertise can be used to its fullest. Overall, FEater is an un<em>bear</em>ably efficient Operator when you <em>panda</em>r to her strengths.</p> <p><strong>Arknights Trivia:</strong> The Ancient Chinese name for panda was "食铁兽" - “the beast that eats iron”. The symbol for Iron in the periodic table is Fe, hence the name FEater.</p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Attacks multiple enemies equal to block number<br> + Trait: Can be deployed on Ranged or Melee grids<br> + E2 Talent: Passive RES<br> + Can reach Strong push force on S1 making her effective in pushing anything but large enemies<br> + Fairly durable when leveled<br> + A good counterpart to FEater and a superior tank against Arts damage<br></span> <span style="color:red;">- Can't reach Very Strong force level, so has a lower maximum pushing weight than FEater</span>Overview<p><span><span><span><span><em><span>“Chief... Theytheythey're barbecuinginthedormagain. Canyouplease stopthemforme! Aaaah! Someoneswapped myfireextinguisher withIfrit'sflamethrower! Areyouokay, Chief?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Shawisoneofthemore wellknownandwellrecognizedOperatorsinArknights duetoherdistinctivewayofspeaking—</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Okay, okay, we won’t do the entire overview in Shaw-speak. You don’t have to hit that Back button, we promise.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As we were saying, Shaw is one of the more well-known and well-recognized Operators in Arknights due to her distinctive way of speaking and her adorable firefighter’s uniform. Despite the best efforts of pyromaniacs like Skyfire and Ifrit, Shaw uses her firefighting equipment to stop Rhodes Island from burning to the ground. She also brings her equipment to the battlefield, using her trusty firehose to </span></span></span></span></span></span><span><span><span><strong><span><span>Shift</span></span></strong></span></span></span><span><span><span><span><span><span> enemies about as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Push Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> Operator.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Pushing enemies has multiple benefits. It gets enemies away from your units, forcing them to walk back up before they can start attacking again. It can force enemies to choose a new route towards your base panel, allowing you to “funnel” enemies where you want them to go. If there’s a pit or some other lethal obstacle, it can even allow you to one-shot enemies! Shaw has two flavors of pushing power: her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Steam Pump</span></span></strong></span></span></span><span><span><span><span><span><span>, is a weaker Push that charges quickly and triggers automatically, allowing her to push smaller enemies quickly. Meanwhile, </span></span></span></span></span></span><span><span><span><strong><span><span>High-Pressure Water Cannon</span></span></strong></span></span></span><span><span><span><span><span><span> charges for a longer period of time to produce a more powerful push, and it pushes ALL enemies within a longer range than Shaw’s normal attack range. Though it takes longer to recharge, it can send multiple heavier enemies flying when activated.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Shift Operators are very niche units, since not every battlefield has layouts or obstacles that make their movement Skills really worthwhile. However, when you need a Shift Operator (i.e., Annihilation 1 or 2) you </span></span></span></span></span></span><span><span><span><span><em><span>really</span></em></span></span></span></span><span><span><span><span><span><span> need one, and rap god Shaw is perfect for the job.</span></span></span></span></span></span></p> |
Specialist Sacrificial / Geek
S- |
Explanation
Summary<span style="color:green;">+ Can function both as DPS and Buffer<br> + Talent 2: Increases healing received<br> + S2 and S3: Very strong buffs to both target and self, one defensive, one offensive<br></span> = Talent 1: strong effects, but effects are random, so we can’t count on getting a particular effect.<br> = Pairs well with Enmity guards (like Hellagur) because they benefit from both the lowered health and the DPS and attack speed<br> <span style="color:red;">- Trait: Constantly decreasing HP means he needs to constantly be attacking or have a healer to survive<br> - S2 and S3: will kill any allies without decent DEF</span>Overview<p><span><span><span><span><span><span>When Dr. Kal’tsit describes a fellow physician’s medical practices as “worrying,” you know there’s something wrong. And you’d be right to be concerned! Aak is a </span></span></span><strong><span><span>6</span></span></strong></span></span></span>★<span><span><span><strong><span><span> Specialist</span></span></strong><span><span><span> who supports his allies with a variety of potent </span></span></span></span></span></span><span><span><span><strong><span><span>buffs</span></span></strong></span></span></span><span><span><span><span><span><span>… which he administers by </span></span></span></span></span></span><span><span><span><span><em><span>shooting them in the head</span></em></span></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Aak has a Trait that causes him to constantly lose HP over time. He offsets this (somewhat) with his first Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Drug Cocktail Administration</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes a random effect when he attacks. It may increase Aak’s ATK, Stun or Slow his target, or recover Aak’s failing HP. However, </span></span></span></span></span></span><span><span><span><strong><span><span>Drug Cocktail Administration</span></span></strong></span></span></span><span><span><span><span><span><span> isn’t a reliable source of healing (imagine that). You’ll want a Medic or a Healing Defender stationed nearby to heal Aak… and also his patients, once Aak busts out his buff-focused Skill 2 or 3! Both of these Skills have a similar effect: Aak immediately attacks the nearest ally with his gun, dealing a staggering amount of damage. Yes, he </span></span></span></span></span></span><span><span><span><span><em><span>can</span></em></span></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><span><em><span>will</span></em></span></span></span></span><span><span><span><span><span><span> kill your own Operators by doing this! In return, Aak injects both himself and his victim (if they survive) with a massive buff for the remaining duration of the Skill. His Skill 2—</span></span></span></span></span></span><span><span><span><strong><span><span>Type-γ Stimpack</span></span></strong></span></span></span><span><span><span><span><span><span>—is a defensive buff that increases max HP and DEF, while his Skill 3—</span></span></span></span></span></span><span><span><span><strong><span><span>Durian-Flavored Stimpack</span></span></strong></span></span></span><span><span><span><span><span><span>—is an offensive buff that increases ATK and attack speed. These two skills can also synergize well with Operators that have some effect upon getting hit, like those with "when-attacked" SP charge Skills, as Aak's attacks will proc them.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>What weaknesses does Aak have? Well, have we mentioned yet how he </span></span></span></span></span></span><span><span><span><span><em><span>shoots your own Operators</span></em></span></span></span></span><span><span><span><span><span><span>? Plenty of Operators cannot survive Aak’s gun in order to earn his buffs, especially squishy Casters or low-rarity Operators who can’t E2-promote. His Skills have reasonably short charge times, but they also don’t last very long; this makes timing the buffs tricky, since your other Operator needs enough time to recover from Aak’s bullets but not so much time that their buff runs out (otherwise, what did they get shot for, you sick bastard?!)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Are these buffs even worth all the trouble? Absolutely. Inject Specter with the </span></span></span></span></span></span><span><span><span><strong><span><span>Durian-Flavored</span></span></strong></span></span></span><span><span><span><span><span><span> attack speed buff or Hoshiguma with the </span></span></span></span></span></span><span><span><span><strong><span><span>Type-γ </span></span></strong></span></span></span><span><span><span><span><span><span>defensive buffs and you’ll quickly see why. And don’t forget that Aak receives the buff as well! Aak is only interested in helping the best of the best become even better, turning DPS into juggernauts and tanks into unbreakable walls. Once you get the hang of administering his buffs, it’s easy to become addicted to the godlike power Aak can grant.</span></span></span></span></span></span></p> |
D- |
Explanation
Summary<span style="color:red;">- Talent: Her Talent has no sustain component, meaning Spuria MUST be accompanied by a healer.<br> - S2: Her buff is narrowly focused on Snipers, which severely restricts potential targets.<br> - S2: The buff component is nothing special. The chance of stun eliminates most value of the ASPD component, leaving only a relatively small ATK increase.<br> - S2: The chance of stun can often actually LOWER the target's DPS, further limiting potential targets from an already limited pool.<br> - S1: Despite some minor DPS potential, the lack of any reduced redeployment time on her kit makes S1 not worth the team slot. She still needs a healer to survive the duration as well if she takes any hits.<br></span>Overview<p><strong>Credits: </strong> Jetroyz, Setsura</p> <p>"Expatriate from the Sixth Hall of the Lateran Papal Hall, Spuria, came to Rhodes Island for exchange. By the way, in order to avoid the security check, there is a small mechanism that will explode in my luggage. Well, it may not necessarily be in the luggage. They are all safe items, really."</p> <p>------------------------------------------------</p> <p>"Spuria, I want to hear your opinion. The Sixth Hall arranged for you to assist Oren's work. After some 'deliberate consideration', you chose to side with Lemuen, subsequently delaying the mission I arranged for you?"</p> <p>"Oh, I'm sorry, Boss. I still have three design documents that I haven't reviewed. If there is nothing particularly urgent, I will put on my headphones and continue working."</p> <p>"I can feel your impatience and short but intense sadness. On the basis of empathy, I hope we can exchange some views on current affairs. Even if we temporarily disagree, I am happy to be convinced by your persuasion. Since the new saint was canonized, Laterano seems to be heading for a more dazzling period, but we also need stronger measures to maintain the existence of Paradise... Spuria, are you listening?”</p> <p>"I heard it, I heard it, and I promise I will review my mistakes sincerely."</p> <p>"The Lateran regard communication as a virtue, I don't want to force you—"</p> <p>"But I really can't answer it! Intuition, emotion, feelings, impulsiveness... In short, the biggest mistake I made was staying in this office. So please, punish me away from the Sixth Hall, then I will go on an assignment and come back once I've figured it out, okay?"</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://twitter.com/OGch">おぐち</a></p> <p><strong>CV:</strong> Miyamoto Yuri</p> <h3 dir="ltr">Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★</p> <p dir="ltr"><strong>Archetype</strong>:<a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Sacrificial-/-Geek##null##cn##stats"> Specialist [Sacrificial / Geek]</a></p> <p><strong>Trait:</strong> Continually loses HP over time</p> <p><strong>Talent 1:</strong> Attacks have a chance to activate one of the following effects:</p> <ul> <li>Attack deals 2 hits</li> <li>Stun the target for a short duration</li> <li>Ignore a portion of the target's DEF</li> </ul> <p><strong>Skill 1:</strong> After deployment, increase Attack Speed for a certain duration</p> <p><strong>Skill 2:</strong> When skill is active, grant the following effects to self and a Sniper operator ahead:</p> <ul> <li>Increase ATK and Attack Speed, attacks have a chance inflict self-Stun for several seconds</li> </ul> |
Specialist Substitute / Dollkeeper
S+ |
Explanation
Summary<span style="color:green;">+ An extremely resilient Dollkeeper with skills focused on DPS and preventing death<br> + Provides AOE dps and crowd control when substituted<br> + Part of a growing list of operators that provide buffs for abyssal hunters<br> + S2: Great damage boosts with one of the longest undying effects in the game, long enough to handle most enemies.<br> + S3: Huge HP and ATK boosts, turns her attacks into AOE and deals a conditional bonus hit. Can be paired with Gladiia to make her extremely durable.<br></span> <span style="color:red;">- S2: Requires timing, as she substitutes at the end of the skill. Poor uptime unless you use and upgrade her module that provides SP after substitute.<br> - S3: The bonus hit condition often requires you to maintain low HP %.<br><br> </span>Overview<p><span><span><span><em>“You chose a dangerous way to learn of the Abyssal Hunters and our enemies, Doctor. With nothing but your delicate body, the tides will drown you. But at the same time, you can count your lucky stars, because I invite you to hide behind me.”</em></span></span></span></p> <p><span><span><span>Specter’s long convalescence at Rhodes Island has led to actual improvements in her physical and mental state. From a dazed, amnesiac buzzsaw-murderer, she is slowly reverting to her natural state: a calm, confident, artistic, affable buzzsaw-murderer. Good to know some things never change! Even as Specter the Unchained has changed from a <a href="https://gamepress.gg/arknights/operator/specter">5* Centurion Guard</a> to a <strong>6* Dollkeeper Specialist</strong>, she still occupies the same space of <strong>turning immortal</strong> and <strong>grinding up multiple enemies</strong> at a time into a bloody paste, with the addition of <strong>AoE Slow and Arts damage</strong> from her substitute form.</span></span></span></p> <p><span><span><span>As a Dollkeeper rather than a Centurion, Specter the Unchained (aka Spalter or, even better, Splatter) can only Block-2 and attack one enemy at a time. On the other hand, when her HP hits 0, her <strong>Embraced Self</strong> Talent switches her into a second form where she begins to sing a haunting AEgir elegy that inflicts Arts damage and Slow on all nearby enemies. (Think of her like one of those annoying blue <a href="https://gamepress.gg/arknights/enemy/nethersea-swarmcaller">Nervous Impairment jellyfish</a> from the Stultifera Navis event.) After several seconds, Splatter will get tired of singing and pull out her seashell buzzsaw again, ready to wreak more terror and bloodshed.</span></span></span></p> <p><span><span><span>Specter the Unchained uses her Skills to get closer to her substitute form, like other members of the archetype. However, in true Specter form, she does it in unusual ways. Her S1, <strong>The Skill to Survive</strong>, swaps her HP percentage with the lowest-HP ally within range and then gives Splatter an ATK buff. (Yes, you can use this on an S3-ing Surtr. It doesn’t work as well as you might hope, but it IS fun.) Her S2, <strong>The Thirst to Survive</strong>, is the “immortality” Skill, granting bonus ATK and ASPD and also preventing Splatter’s HP from falling below 1, much like vanilla Specter’s S2. The trick: once the duration ends, Splatter immediately swaps to her substitute. Her S3, <strong>The Pressure to Survive</strong>, breaks down class barriers and temporarily turns Splatter back into a Centurion Guard. She gains max HP and ATK, the ability to attack all blocked enemies, and bonus damage when attacking enemies with a higher HP percentage than her own. When attacking an enemy with a lower HP percentage than her own, Splatter will lose HP instead, putting her closer to that bonus damage (and also closer to her substitute form). As a final note, like other members of her team, Splatter also buffs all allied Abyssal Hunters—her <strong>AEgir’s Depths</strong> E2 Talent grants bonus max HP to Abyssal Hunters while Splatter is in the squad.</span></span></span></p> <p><span><span><span>The major drawback with Specter the Unchained is simply how much investment she demands. If you thought Centurion Guards were needy because they needed to be E2’d before they can perform, Specter the Unchained blows them all out of the water. Without a fully upgraded module, Specter the Unchained is on par or <em>even worse than</em> her vanilla 5* version. That’s not an exaggeration. Without a module, Splatter has worse cycling time, no helidrop potential, lower Block, and a practically useless substitute form… for 6* investment costs. She’s simply not worthwhile until you upgrade one of her two modules to max.</span></span></span></p> <p><span><span><span>The good news is, once you upgrade Specter the Unchained’s PUM-X or PUM-Y modules, she becomes the monster that Arknights lore claims she is. Splatter’s PUM-X module is a dramatic improvement to her substitute form, granting increased damage and Slow to her substitute and a burst of free SP when reverting back to Splatter from the substitute. The PUM-Y module is a ridiculous boost to the <strong>AEgir’s Depths</strong> Talent, greatly increasing the HP buff and adding SP generation to the mix. If you’re a big fan of Abyssal Hunter teams or Splatter’s S3, then PUM-Y is the way to go; otherwise, PUM-X is a terrific buff to Splatter’s S2.</span></span></span></p> <p><span><span><span>It takes a ridiculous amount of resources to E2 Specter the Unchained and then max out one of her module upgrades to unlock her true power. Think of it as the time that vanilla Specter had to spend without memory of her true self. But once the gates have been unlocked and Specter truly becomes Unchained, none will doubt her strength again.</span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ A Dollkeeper with a lot of flexibility. Kazemaru covers a surprising amount of ground.<br> + S2: Short cooldown allows for very high uptime if she has any outside healing, and her doll can keep her going even if she doesn't.<br> + Attack gain on S2 transfers to her doll, increasing the Arts nuke on death or S2, and doubling dipping on her melee damage output.<br> + Doll summoned by S2 can greatly extend her range (doll has 8 tile range + 1 range for the summon) and DPS.<br> + Well above average level of sustain thanks to the Dollkeeper archtype.<br> + High value in IS due to her sustain, low Hope cost, and Specialist class which has few reliable and consistent melee units.<br></span> <span style="color:red;">- 5* stats ultimately keep her out of the meta despite her flexibility.<br> - Outside of IS, the game tends to favor more direct and high-powered solutions. The flexibility she brings can very often be easily optimized out.<br></span>Overview<p><span><span><span><span><span><span>Kazemaru is a Feline ninja from Higashi (if you couldn’t tell from the outfit) who specializes in using disguises and origami body doubles to gather information. She’s been away collecting intel on the Victorian government, but now that she’s returned, she’s taking a more aggressive role as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Dollkeeper Specialist</span></span></strong></span></span></span><span><span><span><span><span><span> who can </span></span></span></span></span></span><span><span><span><strong><span><span>summon her double on command</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>deal AoE Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span> with her arrival.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Kazemaru’s kit is refreshingly simple and brutally effective. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Blossoming Shikigami</span></span></strong></span></span></span><span><span><span><span><span><span>, causes her substitute to inflict a burst of AoE Arts damage to all nearby enemies when it is summoned, and her </span></span></span></span></span></span><span><span><span><strong><span><span>Paper Arts – Twin Shadows</span></span></strong></span></span></span><span><span><span><span><span><span> S2 will buff Kazemaru’s ATK, halve her current HP, and—most importantly—summon Kazemaru’s substitute to a nearby melee tile. Combining Talent and Skill means that every use of </span></span></span></span></span></span><span><span><span><strong><span><span>Twin Shadows</span></span></strong></span></span></span><span><span><span><span><span><span> results in a potent AoE Arts explosion, in addition to its other effects. Even better, since the </span></span></span></span></span></span><span><span><span><strong><span><span>Twin Shadows</span></span></strong></span></span></span><span><span><span><span><span><span> ATK buff is applied before the substitute is summoned and the substitute’s stats are based on Kazemaru’s, Kazemaru gets to triple-dip into the ATK buff for the </span></span></span></span></span></span><span><span><span><strong><span><span>Blossoming Shikigami</span></span></strong></span></span></span><span><span><span><span><span><span> Arts burst as well as the physical attacks of both herself and her substitute. Talk about synergy!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>While the effects of Kazemaru’s kit are simple on paper (pun intended), they can be trickier to use in practice. </span></span></span></span></span></span><span><span><span><strong><span><span>Twin Shadows</span></span></strong></span></span></span><span><span><span><span><span><span> has a relatively low SP cost, which results in good uptime… if Kazemaru stays on the field. When she is replaced by her substitute, Kazemaru’s SP gauge resets to 0 and she cannot charge SP until she returns. Kazemaru has Block-2… but her substitute has Block-0, so if Kazemaru is blocking anything when she hits 0 HP, her substitute may let those enemies leak through (although </span></span></span></span></span></span><span><span><span><strong><span><span>Blossoming Shikigami</span></span></strong></span></span></span><span><span><span><span><span><span> may provide enough damage to kill off whatever Kazemaru was blocking, making it less of an issue). And of course, since </span></span></span></span></span></span><span><span><span><strong><span><span>Twin Shadows</span></span></strong></span></span></span><span><span><span><span><span><span> halves Kazemaru’s current HP, it’s not hard for an enemy to knock Kazemaru down to 0 HP after using it, which cancels the Skill early and may create leaks. Tactical deployment of a secret agent like Kazemaru is a must. With thoughtful positioning and proper support, Kazemaru’s paper duplicates are a lethal threat that no enemy will see coming.</span></span></span></span></span></span></p> |
B- |
Explanation
Summary<span style="color:green;">+ Trait: Instead of dying when her HP reaches 0, Bena switches to a substitute that doesn't block, and after a short duration switches back to Bena.<br> + Both the Substitute and Bena switch in with full HP. Bena only retreats if the substitute dies before switching back to Bena, so she can be difficult to fully kill.<br> + Talent: reduces damage taken by the substitute, making it harder to kill her before switching back to Bena. The Arts damage can be helpful against high DEF enemies that Bena can't hurt<br> + Can be a great bait/ranged damage soak because of the difficulty to fully kill her.<br> + S2 has good DPS and cycle time<br></span> = swapping between them clears negative status effects but also clears buffs.<br> = S2 will almost always do more damage than S1, even against higher DEF enemies.<br> <span style="color:red;">- Both Skills reduce Bena's HP, and S2 will cause her to switch before the duration ends. Healing support may be required if needing Bena to stay blocking.<br> - skills end when switching to the substitute, and SP cannot be gained when the substitute is deployed.<br></span>Overview<p><span><span><span><span><span><span>Bena is a fairy tale guardian from the Castle of Dreams, who protects objects that have sentimental value to children. When fellow guardian Iris left the Castle to return a radio and never came back, Bena decided to go looking for her. Accompanied by her best friend—a life-size doll named Annie—Bena found Iris working at Rhodes Island and concluded that she would have to help Iris finish her work so they could both go back to the Castle of Dreams. No sooner said than done! Bena is now a member of Rhodes Island, starting a brand-new archetype as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Substitute Specialist</span></span></strong></span></span></span><span><span><span><span><span><span>. Her </span></span></span></span></span></span><span><span><span><strong><span><span>powerful offensive Skills</span></span></strong></span></span></span><span><span><span><span><span><span> come with </span></span></span></span></span></span><span><span><span><strong><span><span>self-damaging drawbacks</span></span></strong></span></span></span><span><span><span><span><span><span>, but that’s okay; when Bena hits 0 HP, she switches for Annie, who continues the fight until Bena can return to the fray.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Clearly the most notable thing about Bena is the way she switches for a new unit when she hits 0 HP. Bena has Block-2 and inflicts Physical damage with her giant scissors; Annie has Block-0 and inflicts Arts damage with a magic wand. After a certain period of time, Annie automatically switches out so Bena can return to the field. Be careful: Annie can still be K.O.ed by ranged attacks, and if Annie hits 0 HP, she and Bena are retreated like a normal Operator. On the positive side, since both Bena and Annie appear with full HP on transition, Bena can act as a permanent range-damage soak as long as Annie doesn't die. Fortunately, from E1 onward, the </span></span></span></span></span></span><span><span><span><strong><span><span>Bena’s Protractor</span></span></strong></span></span></span><span><span><span><span><span><span> Talent reduces the amount of Physical and Arts damage that Annie takes. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In contrast to Annie, who uses their Talent to protect herself, Bena puts herself in danger with wild abandon using her Skills. </span></span></span></span></span></span><span><span><span><strong><span><span>Fervent Trimming</span></span></strong></span></span></span><span><span><span><span><span><span> sacrifices a chunk of Bena’s HP in order to grant her increased ATK and limited DEF-ignoring properties, while </span></span></span></span></span></span><span><span><span><strong><span><span>Rapid Trimming</span></span></strong></span></span></span><span><span><span><span><span><span> increases Bena’s ATK and ASPD but causes her to lose HP with each attack. S2 in particular can do pretty impressive damage, and will typically perform better than S1 even against higher DEF enemies. (Note that neither Skill can be used by Annie, and the effects do not carry over between them if Bena hits 0 HP mid-Skill-use.) If the backlash from either Skill causes Bena to hit 0 HP… well, then Annie jumps out to smack enemies around with her staff for a while!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Between high Skill DPS and the safety net of her Substitute, Bena can be a great damage dealer who continues outputting damage even “after death,” as it were. However, you have to pay close attention when using her. Switching suddenly between Block-2 (Bena) and Block-0 (Annie) can result in enemies leaking through your defensive lines if you are relying on Bena to block, and since her Skills do self-damage, she'll need to be supported by a healer to act as a lane holder.</span></span></span></span></span></span><span><span><span><span><span><span> Don’t be fooled by Bena’s “Fast-Redeploy” tag, either; Bena actually has a very long redeploy time, like many other welfare Operators. (The “Fast-Redeploy” seems to be referring to the Substitute mechanic rather than actual redeploy time, which is reasonable but misleading.) It’s fine for Bena to hit 0 HP, bring out Annie, and then switch back, but if Annie hits 0, you’re going to be waiting a long time to get them back in action again.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>She’s not exactly a drop-and-forget kind of Operator, but Bena IS a fascinating new addition to the Arknights cast. Most of the time she’ll be used like a frontline Guard DPS, but she can also act as a great ranged damage bait, and is one of the only Operators guaranteed to absorb at least two hits—one to K.O. Bena, another to K.O. Annie. Melee enemies in particular suffer against Bena, since they can’t kill Annie thanks to her Block-0, and even ranged enemies can have difficulty thanks to the damage reduction from </span></span></span></span></span></span><span><span><span><strong><span><span>Bena’s Protractor</span></span></strong></span></span></span><span><span><span><span><span><span>. Plus, she’s a welfare Operator and thus very accessible through her event! What’s not to love?</span></span></span></span></span></span></p> |
C- |
Explanation
Summary<span style="color:green;">+ Arts-based damage.<br> + Can reach 3000 HP fully maximized.<br></span> <span style="color:red;">- Very poor DEF negates most value from his HP pool.<br> - Damage is only average for the rarity and has a huge downside which requires support or it drastically lowers his total damage.<br> - Substitute does nothing.<br> - Dollkeepers cannot regenerate SP while in Doll form. Verdant lacks any mitigation to this, which extends his downtime by 20 seconds.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> another_mozhi, Setsura</p> <p>"I need a job, and as a pharmaceutical company, Rhodes Island surely will not reject an experienced plant hunter. The so-called plant hunter is... Ah? Just sign here? Seriously?”</p> <p>------------------------------------------------</p> <p>... Recently, rumors about the "Scarecrow Apparition" have become increasingly popular. According to an investigation by our reporter, many rural farmlands in Victoria have been brutally attacked by the "Scarecrow Apparition". In the devastated farmland, the fallen crops show geometric patterns of different styles and regular combinations, which is really incredible. Local farmers claim these strange patterns formed overnight. Other eyewitnesses testified that they had seen scarecrows in the farmland moving at night and making strange noises like cutting grass and wood. Therefore, the residents of the towns and villages called them the "Scarecrow Apparition". ... It is reported that a large number of local nobles went on vacation to the towns where the affected farmland was located, just to see those wonderful geometric patterns. Farmers have reported that reservations at hotels in nearby towns are fully booked, and the seasonal fruits and vegetables are also out of stock.</p> <p>——An article published in a newspaper somewhere</p> <p>"Are you the 'Scarecrow Apparition'? Where are you from, and what is your purpose?... Don't stare at me with such gloomy eyes. Understand your current situation and cooperate with the investigation!"</p> <p>"... Sir, as a plant hunter, I am only acting on the request of my employer.</p> <p>“As for the farmers who commissioned me to leave patterns in their wheat fields, I don’t really care what their purpose is. I just happen to be good at getting along with plants.</p> <p>"This is my job."</p> <p>Delphine and Verdant</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 4★ </p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Substitute-/-Dollkeeper##null##cn##stats">Specialist [Substitute / Dollkeeper]</a></p> <p><strong>Trait:</strong> Does not retreat upon receiving lethal damage, instead swaps to a <Substitute> (Substitute has 0 Block). Swaps back to the original after 20 seconds</p> <p><strong>Talent 1:</strong> <Substitute> recovers 3.5% of Max HP per second</p> <p><strong>Skill 1:</strong> Verdant gains increased Max HP and RES</p> <p><strong>Skill 2:</strong> When skill is active, attack now deals Art Damage, ASPD increases, Verdant loses a certain amount of HP for each attack</p> |
Specialist Trapmaster
S |
Explanation
Summary<span style="color:green;">+ High versatility and map control due to her archetype.<br> + Can output some decent damage under the right circumstances.<br> + S2: Reliable and long-lasting stalling against single targets<br> + S3: Strong crowd control option with both good damage and versatile utility via slow.<br></span> <span style="color:red;">- Constantly deploying mines puts some stress on DP generation and requires very active play.<br> - Can't stall enemies for long periods of time by herself, as mines can't deployed on tiles with enemies.<br> - Needs a degree of planning not to deny ground tiles to other Operators and to set up her damage.<br></span>Overview<p><span><span><span>Dorothy Franks, despite her youthful appearance, is the director of the Rhine Originium Technology Application Section. This is an extremely important position, and her involvement in Rhodes Island indicates an unprecedented level of cooperation between the two organizations. Dorothy is also an unprecedented resource for Rhodes Island on her own, being the first <strong>6* Trapmaster Specialist</strong> introduced in Arknights. Her Resonance Device traps are debilitating weapons, capable of <strong>debuffing DEF</strong>, inflicting<strong> Bind</strong>, or <strong>setting off her other devices</strong> for a chain reaction of Bomberman-esque proportions.</span></span></span></p> <p><span><span><span>Like other Trapmasters, Resonance Device traps are initially generated by Dorothy’s <strong>Resonator</strong> Talent and subsequently by her Skills. However, from E1 onwards, <strong>Resonator</strong> will also deploy a Resonance Device within Dorothy’s attack range every time she is deployed, giving her a free start to setting her traps. Her E2 Talent, <strong>Dreamer</strong>, gives Dorothy a stacking ATK boost (up to a cap) every time a Resonance Device activates, making her stronger the more traps she successfully sets off.</span></span></span></p> <p><span><span><span>Each of Dorothy’s Skills generates more Resonance Devices over time and changes the effect the Devices have when activated. </span></span></span></p> <ul> <li><span><span><span>Her S1, <strong>Dangerous Entity Removal</strong>, causes Devices to do single-target Physical damage and reduce enemy DEF for several seconds. </span></span></span></li> <li><span><span><span>Her S2, <strong>Quicksand Generation</strong>, causes Devices to do AoE Physical damage and Bind all afflicted targets. If only one target is hit, the Bind duration is greatly increased. </span></span></span></li> <li><span><span><span>Her S3, <strong>High-Speed Resonating Troubleshooter</strong>, is the fun one. This causes Devices to inflict Arts damage in a cross shape and Slow all affected targets. The fun part is, if there are other Devices within the damage range, those Devices will <em>also</em> be set off, causing a rolling explosion that can cover the entire screen if you place Devices well enough!</span></span></span></li> </ul> <p><span><span><span>Trapmasters have traditionally not had a huge effect on the Arknights meta, but they are very fun to use if you enjoy their playstyle, and Dorothy is no different. She doesn’t have the unbridled power of the more broken 6* Operators, but there is no end to the creative strategies you can pull off with her versatile trap abilities. Heck, placing S2 traps so they only hit one target (for maximum Bind time) and placing S3 traps so they set off other useful traps (while avoiding ones you want to keep around) can be a fun game all on its own! There are fun interactions with other Operators (Irene’s S1 allows for chain-S2 traps, for example) and specific maps (such as using traps to reveal the map in certain modes) to utilize, and there’s always building up Dorothy’s Dreamer Talent as efficiently as possible! For any player who is a fan of puzzle games in general (and Bomberman in particular), this partnership with Dorothy might be just what the Doctor ordered.</span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ uses traps that deal physical damage and either knockback or snare<br> + Her traps are plentiful, cheap to deploy, recharge fairly fast and take no deploy slots. Great if you like more active combat.<br> + S2: The traps can have up to large push force, which can be used to knock enemies into pits from anywhere in the map or stall enemies without being in range of retaliation<br> + S1: Binds enemies, great for stalling strategies since you can place a long path of these and delay big enemies for a long time.<br></span> = S2: To reach large push strength requires M3<br> <span style="color:red;">- Low base ATK. Even with the high damage multipliers on her skills her traps don't do very high damage on their own</span>Overview<p><span><span><span><span><span><span>All of Robin’s mental energy is taken up by one single goal: finding enough money to pay for her dying father’s exorbitant medical bills. This is certainly an issue that would dominate any young girl’s time and energy, and poor Robin has been struggling with it for many years—ever since her parents got divorced and she became responsible for her father’s care. Fortunately, she’s been able to find work at Rhodes Island to pay the bills. She’s been trained in martial arts, but her real calling is as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Traps Specialist</span></span></strong></span></span></span><span><span><span><span><span><span>, setting </span></span></span></span></span></span><span><span><span><strong><span><span>ground-based traps</span></span></strong></span></span></span><span><span><span><span><span><span> that inflict </span></span></span></span></span></span><span><span><span><strong><span><span>Bind </span></span></strong></span></span></span><span><span><span><span><span><span>or </span></span></span></span></span></span><span><span><span><strong><span><span>Knockback </span></span></strong></span></span></span><span><span><span><span><span><span>on her unsuspecting opponents.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Robin’s trap-based fighting style focuses on her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>“Clip” Specialist</span></span></strong></span></span></span><span><span><span><span><span><span>, which grants her a certain number of traps per map that she can set on the field for a small DP cost. Traps are set on the ground, trigger when an enemy walks over them, slowly recover in number over time, and do not count toward the deploy limit. What they do when they are triggered, however, depends on Robin’s equipped Skill. Her first Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Binding “Clip”</span></span></strong></span></span></span><span><span><span><span><span><span>, does a large amount of Physical damage and inflicts Bind, holding the victim in place for a few seconds. In contrast, </span></span></span></span></span></span><span><span><span><strong><span><span>Launching “Clip” </span></span></strong></span></span></span><span><span><span><span><span><span>does even more Physical damage and Pushes the target away from the trap site, potentially sending them over a cliff to their doom.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Although Robin herself is a ranged unit, her traps can only hit ground units. Furthermore, low base ATK means that she heavily relies on the bonus damage and special effects from her traps to contribute to a battle. This can be a problem, since Pushing is very map-dependent and some enemies are immune to Bind. In addition, setting Robin’s traps takes a bit of foresight, since they cannot be placed on grids where an ally or an enemy is already standing. Once your target is standing in one place (i.e., when Blocked by another Operator) Robin can’t do a whole lot to hurt them anymore.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Though she’s not without limitations, Robin can still be an interesting asset in battle. She has a cheap DP cost (although her traps costing DP does offset this somewhat) and she can set her traps all across the map, letting her contribute in multiple locations at once. Bind doesn’t work on everything, but it’s very helpful for controlling most non-boss enemies, and Pushing can be used as a delaying tactic even when there are no instant-death pits at hand. Being a welfare unit makes her accessible to obtain and get to max Potential, which doesn’t hurt either. If you’re a fan of approaching your enemies with underhanded, unorthodox methods, then you can get a lot of mileage out of Robin’s unique brand of subterfuge.</span></span></span></span></span></span></p> <p dir="ltr"> </p> |
A- |
Explanation
Summary<span style="color:green;">+ A Trapper Specialist that can either Stun or Bind enemies for a short duration<br> + Cheap and easy to use traps<br> + Good synergy with other operators that gain bonus damage against Stunned targets<br> + S2: While the Bind duration is short, this can deal a decent burst of quick damage against low DEF enemies. Greatly benefits from any source of ATK buff since it deals multiple Physical hits at once.<br></span> <span style="color:red;">- Relatively short crowd control duration on skills<br> - S2: Requires target to be in range of Frost to be effective, limiting trap placement. Low base ATK and multiple hits of low damage multiplier means that a lot of her damage will be mitigated by enemy DEF. </span>Overview<p><span><span><span><span><em><span>“Deploying Welcome Mat.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Tina Lin Tsang, codename Frost, is one of the Rainbow 6 members who has been signed onto Rhodes Island for a limited time after the Watchtower 33 incident. Quiet, methodical, and detail-oriented to a fault, Frost shows little interest in anything except her work and the great outdoors. During her time at Rhodes Island, she has been a regular fixture at the workshop, building new types of wilderness survival tools and various kinds of traps—especially her signature “Welcome Mats,” which are basically giant mousetraps. As a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Trapper Specialist</span></span></strong></span></span></span><span><span><span><span><span><span>, the Welcome Mats are Frost’s preferred weapons, used to </span></span></span></span></span></span><span><span><span><strong><span><span>Stun</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Bind</span></span></strong></span></span></span><span><span><span><span><span><span> her enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Frost gets her Welcome Mats from her Talent, which is appropriately called </span></span></span></span></span></span><span><span><span><strong><span><span>Welcome Mat</span></span></strong></span></span></span><span><span><span><span><span><span>. Frost gets a certain number of Welcome Mats at the start of a map and slowly recovers them over time; the Mats are set on the ground (albeit only on spaces that do not already have an enemy on them), trigger when an enemy walks over them, and do not count toward the deploy limit. If equipped with her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Trap Deployment</span></span></strong></span></span></span><span><span><span><span><span><span>, Welcome Mats will damage and Stun their victim. With her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Incapacitated Prey</span></span></strong></span></span></span><span><span><span><span><span><span>, the traps become more complicated. They still deal damage and inflict an ailment—in this case, Bind—but if the Welcome Mat was placed within Frost’s attack range, then she will immediately attack the enemy that triggered the trap, dealing bonus damage with each shot.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>One of the big weaknesses of the Trapper Specialist archetype so far has been their very low ATK, which limits their ability to damage enemies. Frost has more damage potential than some members of the archetype thanks to </span></span></span><strong><span><span>Incapacitated Prey</span></span></strong><span><span><span>, but since the damage from </span></span></span><strong><span><span>Incapacitated Prey</span></span></strong><span><span><span> is dealt across multiple hits, it’s noticeably blunted by enemy DEF. Frost may be an excellent hunter, but </span></span></span><strong><span><span>Incapacitated Prey</span></span></strong><span><span><span> isn’t going to be bringing down the big game anytime soon—and don’t forget that many bosses are immune to conditions such as Bind and Stun. Frost is very much a team player: her role is to set up a lethal welcome for all the small fry on the field so the rest of the team can concentrate on the big guys that Frost is less equipped to handle.</span></span></span></span></span></span></p> |
Supporter Artificer
A+ |
Explanation
Summary<span style="color:green;">+ Uses deployable support devices to provide buffs to allies all across the map.<br> + High chance to recycle support devices when they are destroyed, making it easy to let the devices be destroyed and redeployed.<br> + His buffs are quite flexible as he can safely spread them out or focus them on one ally.<br> + S1: Provides a passive ATK boost along with a big ATK boost when the skills are active.<br> + S2: Boosts SP recovery of allies affected by his device. Decent damage boosts and survivability.<br> + S3: Great when paired up with allies with on-hit SP recovery as they can charge up their skills while activating the devices. Enables weaker allies with fast attacking to deal good damage through his devices.<br></span> = While his primary focus is his devices, he can hold lanes. Although his overall individual stats are quite mediocre.<br> = A creative and flexible support unit, but requires other units to really shine<br> <span style="color:red;">- S1: Destroying his devices after the skill ends can be annoying.<br> - S3: The damage of his turrets when the skills isn't activated is quite low.<br></span>Overview<p><span><span><span>Stainless has been putting his mechanical engineering skills on the line every day as a member of the Londinium liberation group Eartha, striving to make headway against the terrifying might of the Sarkaz royalty. After barely surviving the onslaught of the brutal Manfred and the unstoppable Sanguinarch, Stainless is well aware this isn’t a fight he can win on his own. He’s throwing his lot in with Rhodes Island as the first <strong>6* Artificer Supporter</strong>, ready to build Support Devices that can <strong>buff ATK</strong>, <strong>grant SP</strong>, or fire off <strong>Physical splash damage</strong> attacks.</span></span></span></p> <p><span><span><span>Like other Artificers, Stainless is a ground-deployed Block-2 unit whose kit revolves around deploying Support Devices through his <strong>Battlefield Engineer</strong> Talent. His E2 Talent, <strong>Cost-saving Measures</strong>, gives him a high chance to recycle a Support Device if it is destroyed while adjacent to him. This is helpful, but not as important as it sounds. Stainless may often deploy Devices away from his range, and he has other means to recover them rather than relying on this Talent.</span></span></span></p> <p><span><span><span>The Support Devices have a different effect depending on which Skill that Stainless equips (similar to Magallan). </span></span></span></p> <ul> <li><span><span><span>With S1, <strong>Extreme Firepower</strong>, Stainless’ Devices passively grant a small ATK buff to the Operator in front of them. When the Skill is activated, Stainless gains another Device and deals bonus damage for the duration, and the ATK buff granted by his Devices increases. However, when the Skill ends, all Devices are destroyed.</span></span></span></li> <li><span><span><span>With S2, <strong>Efficient Resupply</strong>, Stainless’ Devices passively grant SP to the Operator in front of them. When the Skill is activated, Stainless gains ATK and DEF and can attack multiple enemies equal to his Block count. The Devices will increase the speed at which they grant SP, but will also lose HP twice as fast. When the Skill ends, Stainless gains another Device.</span></span></span></li> <li><span><span><span>With S3, <strong>Feist’s Metal Crab Prototype</strong>, Stainless’ Devices become large turret guns. In order to fire, an ally unit must attack the turret a certain number of times. The turret will then shoot a Physical splash damage attack and take some damage when firing (it does NOT take damage when allies hit it, though). Activating the Skill immediately grants Stainless another Device and also an ATK and ASPD buff.</span></span></span></li> </ul> <p><span><span><span>Having all these different effects makes Stainless a versatile (and very fun) support unit, but it also makes it difficult to judge his effectiveness. His different buffs are all pretty useful, but their effects aren’t <em>that</em> strong, and he can only use one effect per battle based on his Skills. As a unit, he himself is not too impressive, so you must get good value out of his Devices for him to be worthwhile. Fortunately, it’s pretty easy to get value from an ATK buff (S1) or an SP battery (S2), and the S3 turrets can output a lot of damage if you specifically set up to their benefit. While other, more focused Operators may outclass Stainless, he can still be rewarding to use, especially if you enjoy creative setups and eccentric deployables.</span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ The first Artificer Supporter, a mix of defense and support<br> + Able to summon Stylers on melee tiles that grant Operators a small DEF buff and 2 shields that can block one attack each. The stylers can be replished by S2 and last a moderate amount of time. <br> + S2: grants a decent DEF boost and an increase in block count with moderate up time. <br></span> <span style="color:red;">- S1: doesn't replenish Stylers.<br> - S2: Gaining more stylers takes quite a long time. Stylers only grant shields to melee units which significantly limits their use.<br> - Her defensive stats are quite subpar compared to other defensive-oriented operators.</span>Overview<p><span><span><span><span><span><span>Roberta is a Rhodes Island Operator. This is important to remind yourself, because she’s also a makeup-wielding otter cosmetologist who protects her allies with the power of well-deployed, high-technology vanity tables. What can I say? This is clearly the pinnacle of Rhodes Island recruitment. It’s all downhill from here, y’all.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Roberta is the first member of a new Supporter archetype: the </span></span></span></span></span></span><span><span><span><strong><span><span>Artificer Supporter</span></span></strong></span></span></span><span><span><span><span><span><span>, who deploys [Support Devices] to buff and aid her allies. She is a melee unit with Block-2 who deals Physical damage, and her specialty is </span></span></span></span></span></span><span><span><span><strong><span><span>increasing ally DEF</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>granting damage-blocking Shields</span></span></strong></span></span></span><span><span><span><span><span><span> with her stock of “Styler” vanity tables. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Styler Debugging</span></span></strong></span></span></span><span><span><span><span><span><span>, gives Roberta a set amount of Stylers at the start of a battle, and she can deploy a Styler next to a melee ally (for 5 DP) to buff their DEF for several seconds and give them a layer(s) of Shield. The DEF buff does not stack, but you can deploy multiple Stylers on the same ally (DP and deployment space permitting) to grant multiple layers of Shield. Note that Roberta can only have up to three Stylers deployed on the field at a time.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Both of Roberta’s Skills are partially defensive in nature, but the rest of their effect varies greatly. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Syracuse-Style Makeup</span></span></strong></span></span></span><span><span><span><span><span><span>, increases Roberta’s ATK and DEF for the duration and has a surprisingly good uptime; unfortunately, it does not buff her stats enough to be competitive with dedicated offensive or defensive Operators. Instead, perhaps you’d be interested in her </span></span></span></span></span></span><span><span><span><strong><span><span>Automatic Styler</span></span></strong></span></span></span><span><span><span><span><span><span> S2, which causes Roberta to stop attacking in exchange for a larger DEF buff, Block count +1, and gaining an extra Styler to deploy! If you’re using Roberta primarily as a Shield dispenser (and you probably are), then </span></span></span></span></span></span><span><span><span><strong><span><span>Automatic Styler’s</span></span></strong></span></span></span><span><span><span><span><span><span> regeneration of her Styler collection is definitely the way to go. Keep in mind, however, that she only gains the Styler after the Skill duration has completed (and she can’t hold more than three at once), which means replenishing Stylers is a fairly slow process.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Roberta is an odd addition to the Arknights cast (and not just because she’s an over-the-top, otter-inspired, originality-obsessed beautician). Defensive strategies are not common in the current Arknights meta, and Roberta’s role is clearly defensive. Being a Physical melee unit with mediocre ATK and an average-at-best DP cost is not an advantageous position either. However, Roberta’s Shields can represent a strong tactical option, and being a defensive Blocker who isn’t a Defender could be useful in restricted conditions. Not every Operator is willing to work with the willful Roberta, but when you need a durable makeup job that won’t run in the rain (or in the sweat of battle), this</span></span></span></span></span></span><a href="https://www.dictionary.com/browse/mustelid"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>mustelid</span></span></span></span></span></span></span></span></a><a href="https://www.dictionary.com/browse/maquillage"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>maquillage</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> mastermind has all the tools needed for a fabulous performance.</span></span></span></span></span></span></p> |
D+ |
Explanation
Summary<span style="color:green;">+ An artificer supporter with a mix of caster/supporter buffs and some DPS<br> + S1: moderate AOE damage and provides some supportive SP recharge battery to allies using the devices.<br> + S2: Good self damage buffs, increases the ATK boost on the devices, and generates an additional device.<br> </span> <span style="color:red;">- S1: Can't regenerate Supportive Devices.<br> - S2: Very poor uptime.<br> - The Supportive Devices are very limited, both in terms of quantity and the operators it can be used on, and the buffs are not particularly strong.<br> - Mediocre stats in general<br> - Not particularly great at any role, whether it be DPS or supportive buffs.<br><br> </span>Overview<p><span><span><span>“<em>Doctor! I ever tell you about my club at college? We used the funds from the school to buy new machines on the market, tear 'em down and reassemble 'em. Got to learn a lot of new stuff that way. Is Rhodes Island about that too? Check this one out! It's smoking right now, sure, but it's got new functionality.</em>”</span></span></span></p> <p><span><span><span>Windflit grew up impoverished, in a bad neighborhood with no prospects. His parents scrimped and saved to send him to a good school, where he learned to take machines apart and put them back together with new parts and features added—a skill that eventually earned him a position at the Rhodes Island engineering department. Windflit hasn’t yet learned the art of “not making your machines explode halfway through the design process,” but at least he <em>has</em> learned how to bring his devices to the battlefield as a <strong>5* Artificer Supporter</strong> who grants <strong>ATK and SP</strong> to <strong>Caster and Supporter</strong> Operators.</span></span></span></p> <p><span><span><span>On paper, the focal point of Windflit’s kit is his <strong>Forward Together</strong> Talent, which gives him a cache of Reliable Batteries that he can hook up to Caster or Supporter allies to improve their ATK for a short duration. Both of Windflit’s Skills interact with his Batteries—his S1, <strong>Machine Rapport</strong>, turns his next attack into an empowered AoE strike that also grants 1 SP to any Operator equipped with a Reliable Battery. Meanwhile, his S2, <strong>Energy Rapport</strong>, increases Windflit’s ATK (but also his attack interval to compensate) as well as the ATK bonus from his Reliable Batteries, while also creating a new Reliable Battery when the Skill duration ends.</span></span></span></p> <p><span><span><span>All of this sounds pretty great until you actually factor Windflit’s numbers into the mix. Just about every number that Windflit has is undertuned. His ATK is low, so his damage is low, even with the damage boosts from his Skills. The ATK buff from his Batteries is low, even with the multiplier from S2. The SP costs on his Skills are high and the duration on his S2 is low. The SP granted by S1 is low and is further compounded by the short duration of Batteries and the high SP cost of the Skill.</span></span></span></p> <p><span><span><span>Windflit combines aspects of a Block-2 ground unit, an ATK buffer, and an SP battery into one package. It’s a good combination, and there’s a lot of potential there. In practice, however, Windflit needs a few more iterations in the lab—and maybe a good, mind-clearing explosive malfunction to give him some new ideas for his Batteries—before he’s really ready for the battlefield.</span></span></span></p> |
Supporter Aura / Bard
S+ |
Explanation
Summary<span style="color:green;">+ An Aura Supporter with powerful stat boosts abilities<br> + Talent: Can summon a seaborn on a deployable tile that effectively extends skadi's attack range<br> + Broad Support utility make her a great addition to almost any team<br> + Very cheap DP cost enables early deployment for valuable support in early stage.<br> + S1: Turns skadi into a tank support that will take half of the damage enemies deal within her attack range. She becomes very durable with good healing, but having a supporter tank isn't often useful.<br> + S2: The bread and butter skill for skadi. This gives a big chunk of stats to all nearby allies, boosts her healing and it has infinite duration. Because her deploy cost is so cheap you can easily deploy her early to activate this skill quickly.<br> + S3: Great attack boost if you can handle the HP penalties. The true damage is decent but this skill is used mainly for the attack boost.<br></span> <span style="color:red;">- As a pure support unit, her impact on the field is heavily dependent on the rest of the team.<br> - S3: Can be hard to use without an extra source of healing.<br> </span>Overview<p><span><span><span><span><em><span>“I've been waiting for you, Doctor. I've waited for you for far, far too long, I even forgot why I am waiting for you here... but none of that matters. None of that matters much anymore.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Hands up, anybody who expected the alternate version of Skadi to be an undercover Grey Goo-ifying pop star who turns people into sea monsters with her voice? Yeah, me neither.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Skadi the Corrupting Heart is technically the Skadi we know and love, but she's taken on the identity of a wandering troubadour as she searches for a kidnapped friend. Unfortunately, it turns out that prolonged exposure to Skadi's voice turns living organisms into deep sea monstrosities. It's like she's the Borg from Star Trek—well, if the Borg assimilated their victims by holding concerts, anyway. With her musical bent, it makes sense that Skadi the Corrupting Heart is a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Aura Supporter</span></span></strong></span></span></span><span><span><span><span><span><span> (like less-lethal idol singer</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/sora"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Sora</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>), but she’s certainly not like anything the archetype has seen before: she can </span></span></span></span></span></span><span><span><span><strong><span><span>extend her range</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>soak damage</span></span></strong></span></span></span><span><span><span><span><span><span> for her allies, </span></span></span></span></span></span><span><span><span><strong><span><span>permanently buff ATK and DEF</span></span></strong></span></span></span><span><span><span><span><span><span>, or just straight-up </span></span></span></span></span></span><span><span><span><strong><span><span>murder enemies</span></span></strong></span></span></span><span><span><span><span><span><span> listening to her.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>First off, it’s important to know that Aura Supporters don’t attack. Their Trait causes them to steadily heal allies within their attack range instead, and it also makes Aura Supporters immune to “Inspire” buffs. The buffs granted by Aura Supporter Skills are typically “Inspire” buffs, and this means that Aura Supporters can’t buff themselves or each other with their Skills (unless specifically stated). No using Sora’s </span></span></span></span></span></span><span><span><span><strong><span><span>Hymn of Battle</span></span></strong></span></span></span><span><span><span><span><span><span> to power up Skadi’s S3, for example.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>At E1, Skadi the Corrupting Heart gains her </span></span></span></span></span></span><span><span><span><strong><span><span>Ancient Kin</span></span></strong></span></span></span><span><span><span><span><span><span> Talent, which allows her to place a Seaborn minion that serves as an extension of her attack range. This grants terrifying flexibility for her potent Skills. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Chant of Returning by Varied Paths</span></span></strong></span></span></span><span><span><span><span><span><span>, immediately heals Skadi, buffs her maximum HP, and enhances the healing of her Trait, while also causing Skadi to take half the damage that allies within her attack range would take. Less unusual but no less powerful is </span></span></span></span></span></span><span><span><span><strong><span><span>Wish of Burial Beyond the Light</span></span></strong></span></span></span><span><span><span><span><span><span>, a permanent charged Skill that Inspires the ATK and DEF of allies within her attack range and also enhances the healing of her Trait (though not as much as S1). And beyond that we have </span></span></span></span></span></span><span><span><span><strong><span><span>'The Tide Surges, the Tide Recedes'</span></span></strong></span></span></span><span><span><span><span><span><span>, an S3 that flips Skadi into murder-mode. For the duration, Skadi stops healing (instead losing HP herself) and starts inflicting Pure damage on enemies within range. Notably, the damage dealt by Skadi and by her Seaborn will stack if their ranges overlap! The Skill even gives an enormous ATK-based Inspire buff to allies within earshot, as if doubled Pure damage wasn’t good enough already.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Every all-consuming Grey Goo has a weakness, and Skadi the Corrupting Heart is no exception, even if she is on your side. Her Seaborn has to be redeployed constantly and costs DP to do so, making her a potentially more expensive unit than her low base DP cost would suggest. Her S1 and S2 are slow to charge and the uptime of her S3 isn’t that great, so she needs to manage her Skills carefully to be effective, and she isn’t doing anything except healing-over-time when her Skills aren’t active. Be careful with S3, too; the damage-over-time from S3 will kill Skadi by the end of the Skill duration (it does exactly 100% of her maximum HP in damage) if she doesn’t have external healing to restore her. In the end, Aura Supporters are only as good as their Skills… but fortunately for Skadi the Corrupting Heart, her Skills are phenomenal. It’s absolutely worth paying a little extra DP to melt enemies into puddles of eldritch goop with an echoing siren song.</span></span></span></span></span></span></p> <p> </p> |
B+ |
Explanation
Summary<span style="color:green;">+ Competitively high Inspire buff.<br> + S1: Fast wind-up and cycle time (at the time of this writing, the fastest wind up at M3 of any attack buffer.)<br> + Block-count manipulation is unique among buffers.<br></span> <span style="color:red;">- Her buffs can't stack with others from the Archetype, and there exist better options (e.g. Skadi the Corrupting Heart.)<br> - Block-count manipulation can be daunting (especially for newer players) and is often not useful.<br> - Low up-time on S1 is often not enough for big targets.<br> - Like most buffers, it's usually better to just bring an additional DPS instead.<br></span>Overview<p><span><span><span><em>“Teaching a group of barehanded commoners to stand off against Sarkaz warriors—hard to believe, even for them. Some advised me not to even waste time trying… But when I met Kal’tsit, I was still very tender myself. The small and weak have their own strength, by all rights.”</em></span></span></span></p> <p><span><span><span>Heidi is the wealthy daughter of a poet in the County of Toron whose life was changed forever when she met Kal’tsit at a debutante ball. Starstruck with admiration for the dapper doctor, Heidi volunteered to assist Rhodes Island as a spy and messenger, infiltrating galas and other high-end functions in order to ferret out the secrets of the aristocracy. Unfortunately for her, she was found out and arrested in time for Arknights Chapter 10, and she must be freed before she can return to the squad as a <strong>5* Bard Supporter</strong> who <strong>buffs ally stats</strong> and <strong>manipulates their Block count</strong>.</span></span></span></p> <p><span><span><span>Simply being around Heidi is good for the soul. In addition to the healing that Bard Supporters grant to nearby allies, Heidi’s <strong>Crafty Rebel</strong> E1 Talent increases the ATK (if equipped with her S1) or DEF (if equipped with her S2) of all nearby allies. Even more powerful is her <strong>Private Messenger</strong> E2 Talent. It only functions in Chapter 10 maps, but it increases the SP recovery rate of allies within range, super-charging most [Per Second] Skill users.</span></span></span></p> <p><span><span><span>When an ally is ready to use a Skill is a great time to activate Heidi’s S1, <strong>“Tale of Fiction: A Warrior’s Anger.”</strong> For a brief duration, this Skill grants a huge ATK buff to all allies within range, but also reduces their Block count. The <strong>“Tale of Fiction: Rust”</strong> S2 is the exact opposite, gifting increased max HP, DEF, Block count, and healing from Heidi’s Trait to all allies within range.</span></span></span></p> <p><span><span><span>Heidi’s rousing speeches can rapidly turn the tide of battle, especially in Chapter 10 maps, where <strong>Private Messenger </strong>is active and her Block count manipulation can help you “control” the Londinium Secondary Defense Artillery’s targeting. However, even on Chapter 10 maps, improper use of Heidi’s Skills is a quick way to lose a map. Did you just proc <strong>A Warrior’s Anger</strong> on Mudrock? Was she Blocking anything? She isn’t anymore! Did you use <strong>Tale of Fiction: Rust</strong> so Popukar can hit three targets instead of two? Sure hope she can survive the extra damage from blocking an additional target!</span></span></span></p> <p><span><span><span>Heidi’s Block count manipulation can be a very powerful tool when leveraged correctly, but it takes a lot of consideration that other Bard Supporters do not demand. Combined with the fact that her E2 Talent is only active on a small handful of maps, it’s probably not worth raising Heidi for any Doctor who isn’t comfortable with their Operators suddenly gaining and losing Block count throughout a battle. However, a creative Doctor can use Heidi’s Skills to pull off many nifty tricks, such as using S1 on a burst-damage Operator (i.e., SilverAsh) just as a boss approaches (the ATK buff benefits the Skill, and the Block-reduction causes the boss to walk through the Operator rather than killing them in one strike).</span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Heals allies in range for 10% of her ATK per second<br> + Talent: 50% chance to restore SP after a Skill ends<br> + Great AoE ATK buffer, especially for Operators with low base ATK or high multiplicative ATK modifiers<br> + Very low Deployment Cost.<br></span> <span style="color:red;">- Can't attack, so completely relies on teammates to affect the field<br> - Her Range limits her deploy options on some maps</span>Overview<p><span><span><span><span><em><span>“Yup, my special skill is singing! Let's see, I can do a cappella, lead vocals, choir singing, pop music, and I can even rap, yo! Though I guess that's not a very useful skill for an Operator... If only I had a more practical skill...”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Is there really a place for pop idols in the post-apocalyptic wasteland of Arknights? Sora thinks so, and her ability to rally her allies makes a strong argument that she’s correct. A 5* Supporter Operator, Sora dabbles in varying musical styles, including </span></span></span></span></span></span><span><span><span><strong><span><span>Healing</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>Buffs</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>Debuffs</span></span></strong></span></span></span><span><span><span><span><span><span>. Although she </span></span></span></span></span></span><span><span><span><strong><span><span>cannot attack</span></span></strong></span></span></span><span><span><span><span><span><span>, the utility she lends her allies more than makes up for it.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The first thing to know about Sora is her Trait: she does not attack, but instead heals allies within her range every second for 10% of her ATK stat. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Hymn of Respite</span></span></strong></span></span></span><span><span><span><span><span><span>, enhances Sora’s range and healing power while also putting all enemies within range to Sleep. Sleeping enemies cannot move, act, or take damage. This Skill is a “pause button,” stopping enemies from advancing and giving allies some breathing room so they can be ready to fight again when the Skill ends. On the other hand, </span></span></span></span></span></span><span><span><span><strong><span><span>Hymn of Battle</span></span></strong></span></span></span><span><span><span><span><span><span> – her Skill 2 – is the “volume up” button, giving a percentage of Sora’s ATK to all allies within range. This means DPS Operators deal more damage, but it also means healers who use their ATK stat to heal gain increased healing! This buff is especially potent for Operators with low base ATK or that have great <a href="https://gamepress.gg/arknights/gameplay-basics/arknights-mechanics-behind-numbers-attack-modifiers">multiplicative ATK modifiers</a> </span></span></span></span></span></span><span><span><span><span><span><span>because of the unique way it is calculated into the <a href="https://gamepress.gg/arknights/gameplay-basics/arknights-damage-formulas-pocket-reference">damage formula</a>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Supporters are typically only as strong as the team they are supporting, but Sora takes that to a whole new level. Being unable to attack, she completely depends on her allies to directly affect the battlefield. Don’t let this fool you into thinking Sora is a weak Operator, however. With her passive healing and her game-changing Skills, this rising starlet is more than capable of making Rhodes Island “shine!”</span></span></span></span></span></span></p> |
E- |
Supporter Buffer / Abjurer
A |
Explanation
Summary<span style="color:green;">+ S3: Invulnerability niche is unique and potentially very powerful. Extremely good cycle time and uptime make it a decent stand-in Medic skill.<br> + S2: Good total Shelter effect on a short duration can oftentimes be more effective than S3's invulnerability.<br></span> <span style="color:red;">- S3: Can only be used twice per map which makes her tough to use on longer stages since she has no other way to toggle her healing. Game design dictates the invulnerability is never actually necessary. Simply playing more thoughtfully is usually the better solution.<br> - S2: Poor uptime, and she is very weak overall when the skill is down.<br> - Between poor uptime on her S2 and S3's activiations being limited, she is a poor healer.<br></span>Overview<p><strong>Credits: </strong> 25Night and Setsura</p> <p>"Doctor, my stay in Rhodes Island will inevitably be reduced in the future. But I can guarantee one thing, my connection with Rhodes Island will only become closer, because I believe in Rhodes Island, and I also believe in you.”</p> <p>------------------------------------------------</p> <p>"The "Trimounts Joint Declaration on Scientific Ethics" is published, and drastic changes is about to usher the scientific community?"</p> <p>--</p> <p>After the changes in the sky caused extensive discussions in the scientific community, a bomb called the "Trimounts Joint Declaration on Scientific Ethics" (hereinafter referred to as the "Declaration") completely detonated the Columbian scientific community. The "Declaration" was jointly signed by people from the scientific community. It sharply pointed out the lack of scientific ethics in the scientific community in Columbia today, and called on scientists to pay attention to this issue.</p> <p>--</p> <p>The initiator of the "Declaration", Olivia Silence, has also received widespread attention from the scientific community. Ms. Silence was already well-known in the scientific community before. She is a proud student of Ahren Parvis, the former director of the Department of Structure at Rhine Lab. Her published papers also touch on scientific ethics, all can be associated with the "Declaration". However, she once left the Structural Department for some reasons, and then disappeared from the Columbian scientific community. Now, she has suddenly become the focus of everyone's attention. What happened in the middle is waiting for us to discover.</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/u/2951720454">九日九号</a></p> <p><strong>Original Design:</strong> <a href="https://weibo.com/zicaitangxiansheng">NoriZC</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/34951/Akari_Kitou">Akari Kito</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Buffer-/-Abjurer##null##cn##stats">Supporter [Buffer / Abjurer]</a></p> <p dir="ltr"><strong>Alter:</strong> <a href="https://gamepress.gg/arknights/operator/silence">Silence</a></p> <p><strong>Trait:</strong> Deals Arts damage; When skill is active, attacks instead restore the HP of allies (heal amount is equal to 75% of ATK)</p> <p><strong>Talent 1:</strong> Allied units in her attack range gains Shelter, the lower their HP the stronger it's effect (Reaches max when lower than certain HP ratio)</p> <p><strong>Talent 2: </strong>Allied units in her attack range that has lower than certain ratio of HP recovers certain amount of HP every second, [Rhine Lab] Operators' healing effect is doubled</p> <p><strong>[Shelter]:</strong> Reduce Physical and Arts damage taken by the stated percentage (Does not stack, strongest effect takes precedence)</p> <p><strong>Skill 1:</strong> ATK increases</p> <p><strong>Skill 2:</strong> Attack speed increases, can use a support drone during skill duration. Support drone can be deployed to grant surrounding allied units stronger talent 1 effect, destroyed when skill ends or when Silence is retreated</p> <p><strong>Skill 3:</strong> ATK increases, talent 1 effect improves; For once during skill duration, when an allied operator in her attack range takes lethal damage, causes the operator's HP to not drop below 1 for several seconds. Has limited uses during each battle, the skill can be manually turned off.</p> |
A- |
Explanation
Summary<span style="color:green;">+ Talent: easy to apply shelter buff that will reduce damage taken when above a certain HP percentage.<br> + S1: This effectively turns Quercus into a medic, giving you a healing option with faster ASPD, unique attack range, and decent HPS.<br> + S2: Great bursty SP battery operator that can help reduce a target operator's skill recharge time. It has a quick cooldown and provides a lot of healing and SP thanks to the bonus attack speed.<br></span> <span style="color:red;">- Talent: weaker shelter buff than other options. Shelter is a generally poor gameplay mechanic.<br> - S1: It has a large SP cost so it can't be easily toggled and you will need to wait a while to activate it. No useful utility other than healing.<br> - S2: Operators get no SP if they aren't being healed. If enemies aren't actively attacking you, it can be easy to cap your HP during Quercus' skill duration and then she will stop healing and generating SP.</span>Overview<p><span><span><span><span><span><span>Quercus has only recently been signed on as a Rhodes Island Operator, but she’s had years of contact with the organization. She has been regularly providing Rhodes Island with supplies of herbs and baked goods, and she recognizes many Operators by name, as well as their usual orders of preserved fruits or flower cakes. Don’t think for a moment that she’s a soft-hearted pushover, however. Not only has she been manipulating other Operators into lodging her own complaints about the Rhodes Island air quality (as she’s used to fresh, clean forest air) but she’s fighting on the battlefield as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Abjurer Supporter</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>healing allies</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>generating SP</span></span></strong></span></span></span><span><span><span><span><span><span> so they can use their Skills more often.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Like other Abjurer Supporters, Quercus is a ranged unit whose attacks usually inflict Arts damage. However, she switches over to healing allies while either of her Skills are active. Also like other Abjurer Supporters, Quercus’ Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Forest Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span>—grants the Shelter effect (reduces incoming Physical and Arts damage) to allies within her attack range. </span></span></span></span></span></span><span><span><span><span><em><span>Unlike</span></em></span></span></span></span><span><span><span><span><span><span> some Abjurer Supporters, </span></span></span></span></span></span><span><span><span><strong><span><span>Forest Sanctuary</span></span></strong></span></span></span><span><span><span><span><span><span> applies to allies who are above a certain HP threshold, rather than below a certain HP threshold. This synergizes well with her ability to heal allies and means that the effect should blunt at least one attack per ally (though the power of the effect is not very strong, to compensate for its relative ease of use).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In order to heal allies, Quercus must activate a Skill. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Earth’s Benevolence</span></span></strong></span></span></span><span><span><span><span><span><span>, is a permanent Skill with a comparatively short charge time that can be turned off at will. Its effect is simple: it boosts Quercus’ ATK and activates her Trait, transforming her from a weak Arts DPS unit to a surprisingly responsive Medic. Because Abjurers have a much faster attack interval than Medics, Quercus has very good HPS with </span></span></span></span></span></span><span><span><span><strong><span><span>Earth’s Benevolence</span></span></strong></span></span></span><span><span><span><span><span><span>. However, she lacks the utility that the best Medics bring to the table. For utility, turn instead to the </span></span></span></span></span></span><span><span><span><strong><span><span>Echo of Life</span></span></strong></span></span></span><span><span><span><span><span><span> S2, which increases Quercus’ ASPD and causes her to restore 1 SP to every ally she heals. SP generation is very powerful—anything that allows you to use your best Skills more often tends to be!—and Quercus is an interesting source of the effect.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Before you try to have Quercus feed SP to Mudrock, there are some caveats to keep in mind. Most importantly, </span></span></span></span></span></span><span><span><span><strong><span><span>Echo of Life</span></span></strong></span></span></span><span><span><span><span><span><span> only applies SP upon successfully healing an ally. For a start, this means allies who can’t be healed (like Mudrock) cannot receive SP from the Skill. But it also means that allies who are at full health cannot receive SP either. This makes it difficult for Quercus to give SP to allies between enemy waves, and it can also make it tricky to give SP to ranged Operators (who are usually deployed so they won’t take damage) or other niche cases (i.e., Stalker Specialists, who have Block-0 and low aggro). On the other hand, she can be a pretty funny trick on poison mist maps or with Operators that damage themselves….</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Without </span></span></span></span></span></span><span><span><span><strong><span><span>Echo of Life’s</span></span></strong></span></span></span><span><span><span><span><span><span> SP generation, Quercus doesn’t have much to offer beyond decent HPS and a weak Shelter effect. However, if you can leverage </span></span></span></span></span></span><span><span><span><strong><span><span>Echo of Life</span></span></strong></span></span></span><span><span><span><span><span><span> correctly, Quercus is somewhat like a Fire Emblem Dancer unit: she isn’t much on her own, but she allows your best units to act more often. Feed SP into a unit like SilverAsh, Fiammetta, or Gavial the Invincible and you may find yourself joining the legion of Quercus’ loyal customers.</span></span></span></span></span></span></p> |
C |
Explanation
Summary<span style="color:green;">+ Talent: When allies within attack range have less than 40% HP, apply Sanctuary effect which reduces Physical and Arts damage taken (only the strongest effect applies)<br> + A Defense-focused Supporter that focuses on reducing incoming damage<br> + S1: Provides a good amount of Arts and Physical Dodge for nearby allies, and is one of the few abilities in the game that removes Invisibility (stealth)<br> + S2: Able to provide some healing while improving her protective abilities<br></span> <span style="color:red;"> - Her Talent conditions can be hard to work around in normal play<br> - Poor skill uptimes<br> - Typically not as effective at mitigating damage as "DEF % up" or RES % up" buffing Operators</span>Overview<p dir="ltr"><em>"Again and again we prance, posture, sing, and pray, with no tolerance for the slightest discrepancies. Some people find joy in filling their lives with these things, and tell others that it will bring joy to the high heavens. How truly sinful.</em><em>"</em></p> <p><span><span><span><span><span><span>Tsukinogi has quite the resume: shrine maiden, ceremonial dancer, Catastrophe Messenger, and now, Rhodes Island Operator. By carefully observing the world around her, especially the mental and emotional reactions of others, Tsukinogi has learned how to apply a gentle touch to the world in order to shift it in the direction she chooses. This sensitivity has empowered her Originium Arts, which she utilizes as Rhodes Island’s first </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Buffer-/-Debuffer##null##cn##stats"><span><span><span><strong><span><span><span><span>Buffing Supporter</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>, bringing </span></span></span></span></span></span><span><span><span><strong><span><span>survival buffs</span></span></strong></span></span></span><span><span><span><span><span><span> to her allies and </span></span></span></span></span></span><span><span><span><strong><span><span>preventing stealth</span></span></strong></span></span></span><span><span><span><span><span><span> tactics from her enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Tsukinogi’s main method of protecting her allies is her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Blessing</span></span></strong><span><span><span>, which applies the </span></span></span></span></span></span>Sanctuary <span><span><span><span><span><span>buff (reduces incoming physical and Arts damage) to allies within Tsukinogi’s attack range once they fall below a certain percentage of HP. This buff can keep allies alive long enough for a Medic to heal them, especially against enemy Casters, since there are fewer options for mitigating Arts damage. Both of Tsukinogi’s Skills supplement this Talent. Her Skill 1, </span></span></span><strong><span><span>Without a Trace</span></span></strong></span></span></span><span><span><span><span><span><span>, grants allies in range both </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Ally-Arts-Dodge##Ally-Phys-Dodge##stats"><span><span><span><span><span><span><span><span>Physical and Arts Dodge</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, adding an extra layer of survivability. It also has the bonus effect of </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Remove-Stealth##stats"><span><span><span><span><span><span><span><span>removing Stealth</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> from enemies within range, which gives Tsukinogi a little extra utility. In contrast, her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Forest's Embrace</span></span></strong></span></span></span><span><span><span><span><span><span>, is more direct: it reduces the HP requirement to activate </span></span></span></span></span></span><span><span><span><strong><span><span>Blessing</span></span></strong><span><span><span>, increases the power of the </span></span></span></span></span></span>Sanctuary<span><span><span><span><span><span> buff, and also causes allies within range to </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Ally-Heal-(Not-Medic)##stats"><span><span><span><span><span><span><span><span>regenerate HP</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> for the Skill duration.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite her uniqueness, Tsukinogi isn’t ideal for most team compositions. Her Talent only triggers when allies are at low health, so if you have strong enough healing or are running a no-Blocking strategy, you may not see it activate at all. Similarly, if enemy damage is too high, Operators could go from “having HP over the threshold” to “dead” without the buff triggering. Long-duration-blocking strategies (where her steady mitigation would be most effective) are exceedingly rare in high-difficulty content, and most Doctors don't have their squads built to support it anyway (why go slow when you can burn everything to the ground?). Keep in mind also that her Skills don’t have great uptime -- the charge times are a little long, so they need to be timed carefully for maximum effect -- and her stats are quite low, as is usually the case with Buffer and Debuffer Supporters.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite Tsukinogi’s weaknesses, she has a low DP cost, brings extra Arts damage to the table, and has an enormous attack range, which also means an enormous buffing and anti-stealthing range. She’s an excellent way to mitigate Arts damage, especially with her high base RES, and you’ll thank your lucky stars for her presence whenever stealthed enemies hit the field. These aspects might be useful to new players lacking other options that can fill similar roles. Unfortunately, "unique" does not always equal "good", and Tsukinogi is not an Operator that will typically make much of an impact. Most doctors will be better off leaving this elegant</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/database/operators-race"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Elafia</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> cheering on the sidelines, but</span></span></span></span></span></span><span><span><span><span><span><span> If you are a Doctor that loves to solve maps in interesting ways with different utility tools, then she might be a fun investment.</span></span></span></span></span></span></p> |
D |
Explanation
Summary<span style="color:green;">+ Talent: Grants Shelter (reduces Physical and Arts damage taken) effect to allies with less than 40% HP.<br> + A Healer/Caster hybrid that can sometimes replace a full medic to provide extra damage while also covering healing needs.<br> + S1: Generic skill, but has decent uptime if you want to use her as a caster/medic hybrid.<br> + S2: A unique skill that grants a huge self-block chance against ranged physical damage. Grants shelter to ALL allies within range (the Talent HP threshold is dropped) and increases ASPD.<br> </span> <span style="color:red;">- S2: poor uptime and weak Shelter effect<br> - Increasing survivability is usually a less effective strategy than increasing damage. Her Shelter buffs are not significant enough to make much difference in most cases, and because of the HP threshold, it only becomes active when an operator is already in danger of dying to serious threat.<br>- Other Abjurers have better utility, healing, and/or support.</span>Overview<p><span><span><span><span><span><span>Nine-Colored Deer is a crossover unit who hails from a</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/lore/arknights-lore-summary-nine-colored-deer-collab"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>1981 children’s movie</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> based off an old Buddhist legend. In the movie, she is a sacred envoy who saves the lives of others until she is betrayed by a greedy merchant, who intends to hunt her down and sell her pelt to the emperor. The Nine-Colored Deer is protected from the hired hunters by a halo of sacred light and walks away to give her gifts to other parts of the world. In Arknights, Nine-Colored Deer is a mysterious doctor and herbalist who provides medicines and remedies for free to poor villages who need it. However, when a village views her with suspicion—thinking that her herbs are causing diseases rather than curing them—she departs for Rhodes Island instead, becoming an </span></span></span></span></span></span><span><span><span><strong><span><span>Abjurer Supporter</span></span></strong></span></span></span><span><span><span><span><span><span> who </span></span></span></span></span></span><span><span><span><strong><span><span>heals allies</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>resists ranged attacks</span></span></strong></span></span></span><span><span><span><span><span><span>. You can probably see the parallels between the stories already.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Abjurer Supporters are odd units designed for defensive support. They deal Arts damage normally, but when they have a Skill active, they heal allies instead. Healing allies makes sense with their defensive role, especially since Abjurers have faster ASPD than most Medics and so can be more reactive with their healing. However, the healing stops when the Skill ends, so Abjurers aren’t usually a reliable replacement for a Medic. Furthermore, Abjurer Talents—like Nine-Colored Deer’s </span></span></span></span></span></span><span><span><span><strong><span><span>Ethereal Iridescent Clouds</span></span></strong></span></span></span><span><span><span><span><span><span>—involve placing a defensive Shelter buff on low-HP allies within the Abjurer’s attack range. The idea seems to be for the Shelter buff to keep a low-HP ally alive long enough for the Abjurer to activate a Skill and heal them. In practice, however, Shelter is usually too weak to be helpful (and increasing damage output is generally a more powerful tactic than increasing damage mitigation anyway).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Since Abjurer Supporters must time their Skill usage carefully in order to heal allies when needed, it’s important to know what their Skills do! Nine-Colored Deer’s S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Fortune Bringer of the Mortal Realm</span></span></strong></span></span></span><span><span><span><span><span><span> (what a mouthful!), is a simple ATK buff. Since it also triggers Nine-Colored Deer to heal, however, what it really does is make Nine-Colored Deer a stronger healer than her low ATK stat would suggest. Her S2 (</span></span></span></span></span></span><span><span><span><strong><span><span>Return to the Immortal Mountains</span></span></strong></span></span></span><span><span><span><span><span><span>) also does this, but in a different way: it increases her ASPD. And that’s not all—the Skill also gives all allies within range the Shelter effect for its duration, regardless of their current HP! This removes Shelter’s anti-synergy with Nine-Colored Deer’s healing, and while that doesn’t make Shelter useful, it at least makes the effect easier to use. The Skill also grants Nine-Colored Deer herself a high amount of ranged Physical block (to represent the arrow-blocking from her story—very cool detail!)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Nine-Colored Deer has a cool story, a terrific visual aesthetic, and a Skill that beautifully integrates her lore with her gameplay. Unfortunately, she won’t typically have much impact on the battlefield. She has low stats (like other members of her archetype) and her S2 has terrible uptime and a slow cycle. More importantly, she fails to put up meaningful numbers for her Shelter buff and doesn’t even apply it until allies are already in danger of dying at the hands of any serious enemy. It’s too bad that Nine-Colored Deer decided to invest in the “blocking arrows” part of her lore rather than the “drowning the unworthy” part… though since Reunion hasn’t betrayed Nine-Colored Deer to Wei Yenwu yet, maybe the “drowning” part wouldn’t have worked anyway.</span></span></span></span></span></span></p> <p> </p> |
Supporter Debuffer / Hexer
S+ |
Explanation
Summary<span style="color:green;">+ A Hexer supporter operator that mixes damage and crowd control.<br> + Talent: Provides one of the strongest Fragile effects, and doesn't have HP restrictions<br> + Talent: Grants Status Resistance to all Karlan operators, including himself.<br> + A powerful source of Cold (reduces ASPD by 30) and Frozen (can't move and RES -15) debuffs. Excellent support for other Operators that interact with Cold/Frozen.<br> + S1: Decent single target attack with a short Freeze. Good for occasionally disrupting enemy attacks.<br> + S2: A moderate duration AOE Cold with a very short cooldown. Can be overcharged to AOE Freeze enemies, making it very useful for groups of weaker mobs. Benefits significantly from M3.<br> + S3: Deceptively high damage, especially with ATK boosts. The damage can easily take down some elite mobs on its own thanks to benefiting from its own Fragile effect. Keeps enemies Frozen for the full skill duration.<br> </span> = relatively short "Frozen" windows lean him more toward burst damage support, and the RES reduction better supports Arts damage.<br> <span style="color:red;">- Talent: can't achieve maximum Fragile effect if enemies are immune to Frozen<br> - S1: Only provides one second of freeze which doesn't provide for much control.<br> - Ineffective against enemies that are immune to Frozen.</span>Overview<p><em>"You are spending far too much time outside the laboratory, Doctor. As a researcher, you must know this only hinders you from making great strides."</em></p> <p><span><span><span><span><span><span>Gnosis, SilverAsh’s childhood friend, has been in an awkward position in Kjerag ever since SilverAsh’s parents died in what may or may not have been an accident. Because the accident (if it was indeed an accident) occurred on the lands of Gnosis’ family, Gnosis’ parents were held accountable, and Kjerag society views Gnosis himself as an accomplice. SilverAsh doesn’t believe this to be the case and has continued his friendship with Gnosis, but things are awkward for Gnosis in his homeland, to say the least. He seems to prefer working far away from home at Rhodes Island, as a scientific researcher and a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Hexer Supporter</span></span></strong></span></span></span><span><span><span><span><span><span>. Gnosis hasn’t forgotten his roots, however—he brings his icy homeland to the battlefield with his focus on </span></span></span></span></span></span><span><span><span><strong><span><span>Cold</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Freeze</span></span></strong></span></span></span><span><span><span><span><span><span> effects.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Because of his E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Rigid Ice</span></span></strong></span></span></span><span><span><span><span><span><span>, Gnosis inflicts a Cold effect every time he attacks and passively applies the Fragile debuff to all Cold/ Frozen enemies within his attack range. On its own, Cold is a debuff that reduces ASPD by 30. When a Cold enemy is inflicted with Cold again, they instead become Frozen, which lowers RES by 15 and also doubles the effect of Gnosis’ Fragile debuff. Gnosis’ ASPD is too slow to Freeze enemies on his own, however. To achieve Freeze, Gnosis needs some help from his allies… or his Skills.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>S1, </span></span></span></span></span></span><span><span><span><strong><span><span>High-Speed Cogitation</span></span></strong></span></span></span><span><span><span><span><span><span>, is an automatic Skill that causes Gnosis to attack twice in a row, dealing bonus damage with each hit and guaranteeing Freeze on the target. It’s surprisingly efficient against single targets, but for groups Gnosis may prefer </span></span></span></span></span></span><span><span><span><strong><span><span>Zero-Point Burst</span></span></strong></span></span></span><span><span><span><span><span><span>, his S2. This Skill instantly inflicts damage and Cold to all enemies in Gnosis’ attack range, and if it is Overcharged first, it inflicts Cold twice, meaning—you guessed it—Freeze. His S3, </span></span></span></span></span></span><span><span><span><strong><span><span>Hypothermia</span></span></strong></span></span></span><span><span><span><span><span><span>, occupies an interesting middle ground between the two. For the duration, Gnosis attacks multiple targets at a time with increased ASPD, and all enemies who become Frozen in his range remain Frozen until the Skill ends. When the duration runs out, Gnosis does his best</span></span></span></span></span></span><a href="https://www.youtube.com/watch?v=kKsgLVN4guA"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Shiva impression</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> and shatters all Frozen enemies in range, removing Freeze and dealing massive damage.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Many Operators who inflict Fragile on enemies have the effect tied to enemy HP. Gnosis, in contrast, applies Fragile based on the Cold/Frozen debuff, which is sometimes better and sometimes worse. On the one hand, he can potentially inflict Fragile earlier and more reliably than some Hexer Supporters, while also giving his team the benefits of Cold (ASPD reduction) and Freeze (prevents movement/ action and reduces RES). On the other hand, if his target is immune to Freeze, then Gnosis’ usefulness plummets. Like other Hexers, Gnosis has low base stats, so he isn’t very effective if he can’t apply his debuffs, and depending so heavily on Frozen means he can be even more “feast or famine” than other Hexers. He’s devastatingly effective when he’s allowed to run wild, however. As long as you think ahead about where and when he can do his job, Gnosis won’t let you down. </span></span></span></span></span></span></p> <p> </p> |
S- |
Explanation
Summary<span style="color:green;">+ Talent: When enemies within attack range have less than 40% HP, apply Fragile effect (damage taken increases)<br> + S2: AOE Def and ATK break skill with great uptime, good against stronger enemies. She can place the doll on any open grid on the map<br> + Her Talent that provides the Fragile effect is a great damage boost so long as she can survive.<br> + High RES and HP is good for tanking caster enemies.<br></span> <span style="color:red;">- S2: Her DPS is very low </span>Overview<p><span><span><span><span><span><span>Despite appearances, Shamare is not a</span></span></span></span></span></span><a href="https://na.leagueoflegends.com/en-us/champions/annie/"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>runaway from a popular MOBA</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>—she is a young girl who lived on an island contaminated with Originium, and she became infected with Oripathy without even realizing it. Those around her thought she was cursed, but Rhodes Island knows better: she’s a 5* Debuff Supporter whose creepy voodoo-like powers can be a great asset on the battlefield.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Shamare’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Omen of Defeat</span></span></strong></span></span></span><span><span><span><span><span><span>, inflicts the Fragile debuff on enemies in her attack range who fall below 40% HP, increasing the damage they take from all sources. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Malediction</span></span></strong></span></span></span><span><span><span><span><span><span>, takes a long time to charge but permanently increases Shamare’s ATK and strengthens the </span></span></span></span></span></span><span><span><span><strong><span><span>Omen of Defeat</span></span></strong><span><span><span> Talent once it activates. </span></span></span><strong><span><span>Malediction</span></span></strong><span><span><span> is very strong, but it faces stiff competition from her Skill 2, </span></span></span><strong><span><span>Cursed Doll</span></span></strong></span></span></span><span><span><span><span><span><span>, which allows Shamare to deploy a cursed doll onto the field. These dolls eventually self-destruct harmlessly, but while they last, they inflict a massive ATK and DEF reduction to nearby enemies, turning fearsome foes into powerless pushovers.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Debuff Supporter, Shamare is very cheap to deploy, has a large attack range, and boasts a lot of RES, which are all positive qualities. However, being a Debuff Supporter also comes with weaknesses. Other than RES, Shamare’s stats are fairly low, so she relies on her allies to finish off the enemies she debuffs. When facing enemies with low HP or DEF, a dedicated DPS unit will often bring more damage than Shamare and her debuffs. Furthermore, Shamare can only store and place one </span></span></span></span></span></span><span><span><span><strong><span><span>Cursed Doll</span></span></strong></span></span></span><span><span><span><span><span><span> at a time, so its uptime is limited and needs to be timed properly</span></span></span></span></span></span><span><span><span><span><span><span>. Don’t let these drawbacks harden your heart to this cursed child, however. With a little bit of patience, Shamare’s debilitating powers can prove absolutely devastating to your enemies. </span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Talent: Boosts damage against enemies under 40% HP<br> + Talent 2 and S1: Attacks 2 targets at once<br> + S2: Huge DEF and RES debuff<br> + Cheap to deploy<br> + High HP and RES means she can frontline vs enemy casters<br></span> <span style="color:red;">- Low ATK<br> - S2 debuffs aren't effective against low DEF or RES targets.</span>Overview<p dir="ltr">“<em>Work hard, play hard, right? Don't force all those rigid rules on me.</em>”</p> <p dir="ltr">With a peal of her Sacred Bell, the Kjerag Saintess protects her allies by weakening her foes. Pramanix is a low-DP-cost<strong> Supporter Debuffer </strong>unit who deals ranged <strong>Arts Damage</strong> and inflicts unique and powerful debuffs on enemies within her range. </p> <p dir="ltr">Regardless of whether you need offensive or defensive support, Pramanix has you covered. Her first Skill, <strong>Echolocation</strong>, reduces enemy attack speed, making it easier for Medics to keep up with incoming damage. Her second Skill, <strong>Natural Deterrent</strong>, helps your team secure kills instead, as it debuffs enemy Defense and Resistance by a percentage. This is perfect for taking down tanky Elite and Boss enemies.</p> <p dir="ltr">Pramanix’s debuffs are assisted by her huge attack range (which becomes particularly unique after E1) and her ability to attack two targets at once (first with her Skill 1, then with her Talent 2). However, she is limited by her low damage output. Even with her debuffs active, Pramanix needs her allies to finish off weakened targets. For facing enemies with low base Defense and Resistance, a pure DPS Operator will be a better choice, since her percentage debuffs won’t have much effect on them. That being said, Pramanix brings utility <strong>no other Operator</strong> can provide and, if used properly, can help turn a good team into a great one.</p> |
Supporter Ritualist
S+ |
Explanation
Summary<span style="color:green;">+ Talents: Effective at inflicting Necrosis effects, even with no skills active.<br> + Talent 1: Passive slow is relatively minor but is consistent and keeps enemies in range of her Necrosis infliction longer.<br> + S1: At S1M3 she deploys with a full 3 charges which is enough to apply Necrosis to most (all at the time of this writing) enemies, including bosses.<br> + S1: In IS, she can often apply Necrosis in a single charge (depending on circumstances).<br> + S2: With careful positioning, she applies Necrosis at extended ranges by piggy-backing on an ally.<br> + S3: Applies Necrosis effects extremely fast to all enemies over a wide area. S3 is one of the best wave clearing skills in the game. Duration is long enough to inflict Necrosis twice.<br> + Necrosis Damage is effectively True Damage to any enemies with no defenses against the infliction or the effects (all enemies at the time of this writing).<br> + Necrosis Weakening effect is often overlooked, but is very powerful. ATK reduction is rare and can be a great help against tougher enemies.<br></span> = S2: Necrosis infliction is based on Virtuosa's ATK and so favors faster ASPD allies.<br> = S3: Additional buffs aren't especially noticeable. The value of the skill is in the Necrosis application.<br> <span style="color:red;"> - Relatively low DPS. She deals little damage on her own and is instead reliant on the Necrosis effect which is capped and has a cooldown. She can feel ineffective in longer fights.<br> - S3: Very long downtime.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> 25Night, Setsura</p> <p> </p> <p>------------------------------------------------</p> <p>"I would prefer to use music to introduce myself, but unfortunately, I am temporarily prohibited from playing for you. So, let's start with a code name... You can call me, 'Virtuosa'."</p> <p>------------------------------------------------</p> <p>I am honored to recommend Arturia Giallo to your company. During our time together, Ms. Arturia has displayed all the qualities that a musician should possess. Her passion, enthusiasm, and musical prowess were evident to all of the Herzöge and to Terra. If Ms. Arturia is allowed stay in Leithanien, I believe she will soon become a leading musical figure.</p> <p>...</p> <p>We are deeply saddened by the news of Ms. Arturia's departure. It would be the greatest disaster for the Terran artistic community if this future musical figure was to be buried.</p> <p>——Letter of recommendation from Leithanien Lieselotte Concert Hall</p> <p>Arturia Giallo, a Sankta woman and a citizen of Laterano, has been on the run for 7 years. After multiple evaluations, the results show that if Arturia is allowed to act freely, it will cause serious irreversible damage to law and order. Solution: Escort her to Laterano for a trial under the Law.</p> <p>——Laterano Archives Management Platform, Federico, recorded in 1099</p> <p>Evaluating the Originium Arts of Virtuosa remains difficult - probing the human psyche is already an inherently difficult task in the first place. With the permission of the Lateran Church, we have completed a series of studies. During this process, Virtuosa readily cooperated and provided valuable support and insights. This at least shows that she cares about this subject as much as we do. Hopefully, during her stay in Rhodes Island, we will gain a deeper understanding of emotion and consciousness.</p> <p>——Joint report from Rhodes Island Medical Department and HR Department, 1100</p> <p>"Well, these are all interesting remarks - I'm afraid I couldn't write anything this interesting.</p> <p>"But what about you? How would you write about me during this brief encounter?"</p> <p>------------------------------------------------</p> <ul> <li> <p>Artist: Ryuzakiichi (Ebenholz artist)</p> </li> <li> <p>CN VA: Ceng Tong/曾彤</p> </li> <li> <p>JP VA: Aya Endo</p> </li> </ul> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 6★ Limited</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Ritualist##null##cn##stats">Supporter [Ritualist]</a></p> <p><strong>Trait:</strong> Attacks deal Arts Damage and can deal Elemental Damage</p> <p><strong>Talent : </strong>Causes enemies in attack range to take necrosis damage and short sluggish every second</p> <p><strong>Talent : </strong>Enemies in attack range takes more necrosis damage</p> <p><strong>Skill 1: </strong>Deals arts damage and necrosis damage to a target that is not in elemental burst Can hold charges, cannot attack when skill is not activated</p> <p> </p> <p><strong>Skill 2: </strong>Attack speed increase, attack 1 extra target, self and another operator in attack range with highest attack deal certain amount of extra necrosis damage when dealing damage</p> <p><strong>Skill 3: </strong>Stop attacking, attack range increases, ATK increases, talent 2 effect increases; During skill duration, causes allied units with highest Max HP/ATK/DEF to increase their Max HP/ATK/DEF respectively</p> |
B+ |
Explanation
Summary<span style="color:green;">+ Necrosis effect is powerful. The actual damage bypasses enemy DEF and RES and few, if any, enemies have coded resistance to it. It also has a -50% ATK debuff.<br> + Her application of Necrosis is based on her ATK (not damage) and therefore bypasses enemy RES.<br></span> = Enemies can have resistance to the Necrosis damage and to the resulting Fallout damage. Currently, very few enemies have either, but this could easily change in the future.<br> <span style="color:red;">- Talent: Her mode specific IS#4 buff isn't anything special and she doesn't fit in well with the IS#4 meta.<br> - S2: Since the Necrosis effect is gradual and she has no targeting priority, she will usually continue to spend her attacks on an enemy already affected by Necrosis.<br> - S1: Requires three charges to apply the Necrosis effect, but she can only store two. S1 is very inconsistent in application and is much worse against elites/bosses.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> LastChancellor, Setsura</p> <p> </p> <p>"You are the same as I have ever seen... No, please don't mind. I am a cyclops who came out of the cave in the Sami Mountains. Seeing the darkness approaches, I asked for cooperation. Please call me Valarqvin."</p> <p>------------------------------------------------</p> <p>"I don't doubt your narrative. Sarkaz Cyclops, prophet, seer of doom, Sami hermit... Rhodes Island has no objection to these descriptions. At least, everyone including me, a small number of people have heard the truth about the disappearance of the Cyclops.</p> <p>"On this basis, I will ask directly—whose messenger are you?"</p> <p>"No, Ms. Operator, you are mistaken. I am not a messenger of any kind.</p> <p>"I left the cave of my own volition, seeking cooperation everywhere."</p> <p>"So, why do you choose Rhodes Island?"</p> <p>"In my vision, I saw the appearance of this landship."</p> <p>"Thank you for the bad news."</p> <p>"You're not going to ask me what I saw?"</p> <p>"I just hope that you will continue to abide by the Cyclops' code of silence when you come into contact with Rhodes Island operators in the future.</p> <p>"In addition, I don't believe that all the visions you describe are true. You came here with your own plans."</p> <p>———————————————</p> <p><strong>Illustrator:</strong> <a href="https://www.weibo.com/u/3286395242">伍秋秋秋秋</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/8806/Misuzu_Togashi">Misuzu Togashi</a></p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★</p> <p dir="ltr"><strong>Archetype</strong>: Supporter [Ritualist]</p> <p><strong>Trait: </strong>Attacks deal Arts Damage and can deal Elemental Damage</p> <p><strong>Talent 1:</strong> In IS#4 [Expeditioner's Jǫklumarkar], Valarǫvin's attacks deals additional <em>Necrosis Damage</em></p> <p> </p> <p><strong>Talent 2:</strong> +ATK, +ASPD</p> <p><strong>Skill 1:</strong> Valarqvin's next attack deals X% ATK and an additional Y% ATK as <em>Necrosis Damage</em>. 2 charges.</p> <p> </p> <p><strong>Skill 2:</strong> +X ASPD. Attacks target one additional enemy and deal an additional Y% ATK as <em>Necrosis Damage</em></p> <p> </p> <p><strong>[Necrosis Damage]</strong> When the enemy loses all of their Elemental HP to Necrosis Damage, they receive:</p> <ul> <li>-ATK that gradually decays.</li> <li><strong>Typeless</strong> damage/second. (It deals damage to normal HP but it is neither physical, Arts, nor true damage)</li> <li>These effects can only trigger once every several seconds.</li> </ul> |
Supporter Slower / Decel Binder
S+ |
Explanation
Summary<span style="color:green;">+ Trait: Attacks Slow enemies<br> + E1 Talent: Gives additional SP/s for herself and other Supporter operators. (Does not stack with Ptilo and other similar effects)<br> + E2 Talent: Increases damage taken for Slowed enemies in range, making her a great debuffer<br> + S1: Boosts ATK and ASPD, good uptime<br> + S2: Permanent once activated, can attack multiple enemies with increased ATK, great for consistent multi-target Slowing and a decent DPS option if the multi-targeting can be fully utilized.<br> + S3: Slows all enemies in an expanded range, increases 2nd talent effectiveness (a potentially huge team DPS increase), and heals all allies in range. Her strongest skill and great for challenging content.<br></span> <span style="color:red;">- Not much point in using S1, and her S2 has a relatively long charge time, requiring Suzuran to be deployed early (though her Talent helps to speed it up).<br> - S3: Cannot attack while it is active<br> - Overall low personal DPS potential for S1 and S3 (though her primary role is support)</span>Overview<p><span><span><span><span><em><span>“Ever since my arm was injured, Mom has rarely let me out. Actually, I don't blame Mom, but I worry more about how Mom will deal with those bad guys. So I'm going to live a good life now, would this help her be less worried? As long as she's calm, Mom is strong!”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>As the daughter of a mafia leader in Siracusa, Suzuran has been in danger since the moment she was born. Her mother’s many enemies saw Suzuran as a weak spot they could take advantage of, and irreparable harm was done when one of these enemies hid an Originium trap inside the young girl’s doll. Suzuran became infected with Oripathy, and her mother made the difficult decision to give her up to Rhodes Island, who could better treat the disease. Suzuran has made the best of her new home, training diligently to become a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Slower Supporter</span></span></strong></span></span></span><span><span><span><span><span><span> with prodigious talents of </span></span></span></span></span></span><span><span><span><strong><span><span>SP generation</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>AoE Slowing</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>damage amplification</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Being a Slower Supporter, Suzuran’s Trait adds the Slow effect to her regular attacks. This is enhanced by her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Binding Circle</span></span></strong></span></span></span><span><span><span><span><span><span>, which applies </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Weakening##stats"><span><span><span><span><span><span><span>Fragile</span></span></span></span></span></span></span></a><span><span><span><span><span><span> (damage taken increased) to enemies who are Slowed within Suzuran’s attack range. Note that Suzuran does not have to Slow them herself! This is one of the reasons Suzuran works well with other Slower Supporters; another reason is her E1 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Skill Aura-Supporter</span></span></strong></span></span></span><span><span><span><span><span><span>, which causes allied Supporter Operators to gain SP for [Per Second] Skills more quickly.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Suzuran’s Skills walk along a scale from ST to AoE, and from damage-focused to utility-focused. On one end of the spectrum is her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>I'll Do My Best</span></span></strong></span></span></span><span><span><span><span><span><span>, which grants a massive burst of ATK and ASPD. Use this Skill to maximize damage and Slowing against a single target. In the middle is </span></span></span></span></span></span><span><span><span><strong><span><span>Childhood Frolic</span></span></strong></span></span></span><span><span><span><span><span><span>, her Skill 2—a permanent buff with a long charge time that increases Suzuran’s ATK and allows her to hit multiple targets per attack. This can provide some decent dps if she can fully utilize the multi-target attacks. Finally, there’s </span></span></span></span></span></span><span><span><span><strong><span><span>Foxfire Haze</span></span></strong></span></span></span><span><span><span><span><span><span>, which is all about AoE utility. For this Skill’s duration, Suzuran stops attacking, but her attack range increases dramatically. All enemies within that range are Slowed and therefore Fragile-ed, and the effect of the Fragile debuff is doubled; on top of that, all allies within Suzuran’s new range begin regenerating HP over time. The uptime on this Skill is decent, and the powerful effects make her one of the premier debuffers in the game.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Suzuran packs a lot of utility into a small package: Slowing, Fragile-ing, healing, SP gain, Arts damage, and more! However, Doctors have to make choices about what they want her to be able to do on a given map. Maximize her utility and you lose out on damage; build her for damage and you’ll have to give up some of her utility. Players also need to be aware when building a team around Suzuran that her SP gain, Slow, and </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Weakening##stats"><span><span><span><span><span><span><span>Fragile</span></span></span></span></span></span></span></a><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><em><span>do not</span></em></span></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><em><span>stack</span></em></span></span></span></span><span><span><span><span><span><span> with similar effects from other Operators</span></span></span></span></span></span><span><span><span><span><span><span>, and her SP gain only works on other Supporter. You have to be careful when sending such a young child into battle, but if you take good care of her, and are generous with head-pats, Suzuran’s empathy, generosity, and magical powers can make her a great help.</span></span></span></span></span></span></p> |
S- |
Explanation
Summary<span style="color:green;">+ Trait: Attacks slow enemies<br> + S3: great AoE damage that rivals most AoE Casters. Allows Shift Specialists to yeet heavy enemies and send medium weight enemies flying<br> + S2: very reliable against slow moving big enemies<br> + Good Duration and great cooldown on Skills means they can be used very often<br> + Great for Challenge Operations that restrict Caster or Medic Classes<br></span> <span style="color:red;">- Can't attack while S2 or S3 aren't active<br> - Fairly weak until you E2 her and level her Skills</span>Overview<p dir="ltr"><em>"If you only worry about getting your stuff there on time, you could end up dead."</em></p> <p dir="ltr">Although hesitant towards combat, the Siracusan Transporter Angelina is devoted to her allies and delivering messages. She is a<strong> DPS</strong> and <strong>Support Slower</strong><strong>.</strong> She also has <strong>AoE Damage</strong> and <strong>Flat Healing</strong> capabilities at higher Promotion levels.</p> <p dir="ltr">Angelina has three different states based on what skills are active: healing allies, Single Target DPS, and AoE DPS. First, Angelina’s second Talent, <strong>Part-Time Job</strong>, which she gains at E2, allows her to heal all other active operators while she has no skill active. Her first Skill, <strong>Arcane Staff - Quick Charge</strong> <strong>Mode, </strong>increases her Attack, but its automatic activation means less control. Her second Skill, <strong>Arcane Staff - Particle Mode</strong>, increases her ST DPS by dramatically increasing her Attack Speed. Despite the Attack penalty, Angelina still deals overall higher damage and can cripple an enemy's mobility with the constant slows. Her third skill, <strong>Arcane Staff - Anti-Gravity Mode</strong>, is where she really shines. It transforms her into a budget AoE Caster threat by increasing her Range and Attack, and allowing her to hit up to 5 enemies simultaneously. However, both Particle Mode and Anti-Gravity Mode prevent her from attacking unless her skill is active, which can be awkward.</p> <p dir="ltr">Angelina’s main advantage is her flexibility. She can provide valuable sustain with her Talent and still deal large amounts of damage when necessary. Players will find Angelina especially valuable on Challenge maps where her passive healing and Supporter Class allow her to be deployed despite other Class restrictions. Angelina, though not an Operator that will be deployed in all Operations, offers map-wide healing and impressive burst damage in a cute package at a budget cost. When needed for her unique abilities, any Doctor will be relieved to have her there to deliver.</p> |
A |
Explanation
Summary<span style="color:green;">+ A Decel Binder support with a specialty in slow and silence attacks<br> + Talent: Grants a moderate ASPD buff when deployed to one random Kazimierz operator<br> + S1: Single target slow option. Low SP cost with charges that increase her slow duration.<br> + S2: Provides both AOE slow and silence in one package. Good attack speed buff during skill duration.<br></span> <span style="color:red;">- S2: Short range and moderate cooldowns make it a niche choice amongst silence options.<br></span>Overview<p><span><span><span>Proviso was once a starry-eyed law student, filled with ideas of defending truth and justice in the court of law. In her very first case, she was coached on hiding key evidence until halfway through the trial in order to secure a conviction on an innocent man. She has been defending the guilty and attacking the innocent ever since, winning just about every case she took and becoming quite wealthy in the process. It must have been quite a surprise to her law firm when she threw it all away to join Rhodes Island as a <strong>5* Decel Binder Supporter</strong> with <strong>Slow</strong> and <strong>Silence</strong> capabilities, but it’s a natural move for Proviso, who is starved to do some good in the world at long last.</span></span></span></p> <p><span><span><span>Appropriately enough, Proviso’s Talent is her <strong>Kazimierz Legal Expertise</strong>, which gives her bonus ASPD and grants the same buff to a random Kazimierz ally when Proviso is deployed. Her first Skill is the ability to <strong>Dispute Litigation</strong>, an automatic Skill that can hold multiple charges and empowers her next attack with bonus damage and a longer Slow. More dramatic is her Skill for the <strong>Prevailing Argument</strong>, which immediately deals Arts damage to all enemies within her attack range and inflicts a long-lasting Slow and Silence on them. Proviso also gains a reduced attack interval, attacking noticeably more quickly for the same duration as the Slow/ Silence combo.</span></span></span></p> <p><span><span><span>Proviso is a very solid Decel Binder, with Skills that charge quickly and a Talent that benefits many powerful Kazimierz Operators. The high damage modifiers on her Skills are offset by her low ATK, but the end result is still respectable for her archetype. The only issue is the question of redundancy. There are lots of other sources of Slow and several more for Silence, and Proviso doesn’t bring much to the case beyond those two effects. If you already have reliable sources for both ailments, Proviso may not be worth her steep legal fees. But if you’re in need of a competent defense who can obfuscate the opponent (with Slow) and shut down their strategy (with Silence), Proviso is more than capable of making the <a href="https://www.youtube.com/watch?v=_mmtLPC6OpQ&ab_channel=IsaacNE">Objection</a> stick.</span></span></span></p> |
A- |
Explanation
Summary<span style="color:green;">+ Trait: Attacks slow enemies<br> + Much cheaper to deploy than an AoE Caster<br> + Larger range than most AoE casters, hitting all around and not just straight ahead<br> + S2: Good AoE and Duration<br></span> <span style="color:red;">- DPS is much lower than your average AoE Caster<br> - Overshadowed by Angelina who does significantly more damage<br> - Very low DEF means she will die quickly if targeted/damaged</span>Overview<p dir="ltr"><strong>Name in Cyrillic:</strong> Истина</p> <p dir="ltr"><strong>Meaning of name in Russian</strong>: Objective Truth</p> <p dir="ltr"><em>“You want to praise us? Do it now, then!”</em></p> <p dir="ltr">For the sake of maintaining her reading privileges, Istina leverages her sociological knowledge and her control-type Arts to support Rhodes Island. A <strong>Supporter Slower</strong> Operator who deals Arts-based damage, Istina uses her spells to inflict <strong>DPS</strong> and to <strong>Slow </strong>the enemy’s advance.</p> <p dir="ltr">Among the Slow-focused Supporter units, Istina stands out for her second Skill, <strong>Literature Storm</strong>. When activated, <strong>Literature Storm</strong> increases Istina’s ATK power, her range, and the number of enemies she can attack at once. Being able to Slow multiple targets over such a wide range can stop any enemy wave dead in its tracks, creating plenty of time for the rest of your team to pick the enemies apart. This power is bolstered by Istina’s <strong>Explorer </strong>Talent, which increases her attack speed, allowing her to apply her Slows more frequently and consistently. </p> <p><strong>Explorer </strong>does come with a drawback: it lowers Istina’s DEF, which is already one of the lowest in Arknights, meaning she needs to be protected in her placement. Her ATK is also noticeably lower than dedicated Caster Operators, reducing her direct damage potential. But despite her ATK, Istina can be an effective damage contributor in her own way because of her cheap DP cost, her large attack range, and her S2’s multi-target capabilities.</p>
Explanation
Summary<span style="color:green;">+ Trait: Attacks slow enemies<br> + Talent: When deployed, all Supporter Operators gain ATK<br> + S1: Changes her into a strong healer<br> + S2: AOE Silence and damage-over-time with a decent duration, as long as enemies can be kept in the AOE<br></span> <span style="color:red;">- Medics and Healing Defenders typically provide more reliable healing, and situations that ban both of those classes is very rare.<br> - S2: Keeping enemies inside the small AOE can be difficult.<br></span>Overview<p><em>"Look, Doctor! The new varieties I’ve been tending to for so long have finally started to bloom! Aren’t they so pretty?"</em></p> <p><span><span><span><span><span>Podenco is Perfumer’s assistant in the greenhouse, which is a dream come true for her. As a child, her impoverished hometown had to uproot flowers in favor of crops and trade goods, a tradeoff that always pained the young girl’s heart. Now that she has joined Rhodes Island as a <strong>4</strong></span></span></span></span></span>★<span><span><span><span><span><strong> Slower Supporter</strong>, she not only grows exotic flowers in the greenhouse, but she distills concoctions from her beloved plants to <strong>heal her allies</strong> and <strong>crowd-control her enemies</strong>.</span></span></span></span></span></p> <p><span><span><span><span><span>A helper at heart, Podenco uses her <strong>Gardener </strong>Talent to increase the ATK of all Supporter allies, making up for her unimpressive ATK stat by boosting others’. She contributes more assistance with her S1, <strong>Aromatherapy</strong>, which </span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Ally-Heal-(Not-Medic)##stats"><span><span>changes her attacks into healing (like a Medic)</span></span></a><span><span> and gives her a large ATK boost to enhance her healing power. This Skill has good uptime, making Podenco a surprisingly reliable healer. Her S2, <strong>Spread Spores</strong>, has the opposite intent from her supportive S1. With this Skill, Podenco throws a bottle of spores that stay on the field for several seconds. All enemies inside the spore cloud are Slowed, take Arts damage every second, and </span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##cn##Silence##stats"><span><span>cannot use their special abilities</span></span></a><span><span>! Use S2 on moving enemies to impede their advance, or toss it after enemies are blocked to maximize the damage and Silence duration.</span></span></span></span></span></p> <p><span><span><span><span><span>Podenco can fill a lot of roles, but she can’t do all of them at once. While <strong>Aromatherapy</strong> is active, Podenco can heal, but she can’t Slow at all. On the other hand, if you equip <strong>Spread Spores</strong>, Podenco can Slow multiple targets, but she can’t heal. <strong>Spread Spores</strong> also has a very short duration for its SP cost, making it less spammable than you might hope. Of course, no single person should be expected to do everything by themselves! Use Podenco’s gifts to supplement what you need on a map-by-map basis and your other Operators will blossom with her assistance.</span></span></span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ Trait: Attacks do Arts damage and slow enemies<br> + Talent: Prioritizes drones, Increased ATK when attacking drones<br> + A Supporter + Sniper hybrid Operator that is perfect for eliminating high-DEF drones<br> + S2: Incredibly strong AoE Arts burst damage that binds enemies (stuns drones) for a long duration<br> + Great when paired up with Schwarz, Ifrit, or other limited-range attackers, as she can bind enemies in their attack ranges<br></span> = Supporter offers different attack range than an anti-air Sniper<br> <span style="color:red;">- Has a tougher time against high RES drones<br> - Slower attack speed and ATK than equal rarity Anti-Air Snipers<br> - Low damage against non-drone enemies</span>Overview<p><em>"What? I'm the captain? Did I agree without realizing it?"</em></p> <p><span><span><span><span><span><span>You’re forgiven if you thought Glaucus was a Sniper at first glance, considering that she’s carrying a </span></span></span></span></span></span><span><span><span><span><span>big honking gun</span></span></span></span></span><span><span><span><span><span><span> into battle. However, rather than a regular gun, Glaucus is armed with a special drone gun filled with </span></span></span></span></span></span><span><span><span><strong><span><span>Slow</span></span></strong></span></span></span><span><span><span><span><span><span>ing </span></span></span></span></span></span><span><span><span><strong><span><span>Arts damage</span></span></strong></span></span></span><span><span><span><span><span><span> cartridges, making her a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Supporter</span></span></strong></span></span></span><span><span><span><span><span><span> Operator instead. Specifically, Glaucus is a Supporter who focuses on </span></span></span></span></span></span><span><span><span><strong><span><span>killing aerial opponents</span></span></strong></span></span></span><span><span><span><span><span><span>, with her own special blend of </span></span></span></span></span></span><span><span><span><strong><span><span>Crowd Control</span></span></strong></span></span></span><span><span><span><span><span><span> on the side.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Glaucus’ main defining quality is her Talent, <strong>Countermeasure Device</strong>, which causes her to target flying drones first (like an Anti-Air Sniper) and deal increased damage to them. Since she does Arts damage, this makes Glaucus an excellent choice for countering armored drones. Her Skill 1, <strong>Binary Reload</strong>, increases her ATK and allows her to attack one additional target for the duration—good for shooting down multiple drones or for Slowing ground and air targets at once. Her Skill 2 is where the fun is, though. <strong>Counter EMP</strong> is a huge shockwave that deals massive Arts damage across a wide area and causes Bind (unable to move). Drone enemies take double damage and are Stunned instead (unable to move or attack). The long duration of the debuffs on this Skill makes it very potent, as does the fairly quick recharge time.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That said, Glaucus won’t be replacing the entire Sniper class anytime soon. As a Supporter, she has a slower Attack Speed than single-target Snipers and less ATK than equal-rarity Snipers. Dealing Arts damage makes her effective against armored drones, but against garden-variety drones (let alone ground targets where she doesn’t get her Talent bonus), Glaucus may not be able to shoot fast or hit hard enough to keep up. Consider her instead a complement to your regular Snipers, shooting down heavy targets they struggle against and Stunning huge waves into harmless target practice.</span></span></span></span></span></span></p> |
C+ |
Explanation
Summary<span style="color:green;">+ Trait: Attacks slow enemies<br> + S2: AoE slow effect to all enemies in her Range for a good duration<br></span> <span style="color:red;">- S1: +ATK% is suboptimal because she has low ATK to begin with<br> - S2: She doesn't attack<br> - low base stats</span>Overview<p><span><span><span><span><em><span>“Some rocks talk to me, you know... and they talk a lot! Some of them even squabble... so much that I lose sleep over it. You think I'm kidding? Do I look like I'm kidding?”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>A geologist who specializes in field surveys, early Catastrophe warnings, and talking to the chunk of Originium on her staff. She may or may not be hearing things, but either way, it doesn’t detract from her skill as a </span></span></span></span></span></span><span><span><span><strong><span><span>Slow</span></span></strong></span></span></span><span><span><span><span><span><span>-focused </span></span></span></span></span></span><span><span><span><strong><span><span>Supporter</span></span></strong></span></span></span><span><span><span><span><span><span> Operator.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Earthspirit’s entire kit focuses around applying and maintaining the Slow debuff on her enemies. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Geological Survey</span></span></strong></span></span></span><span><span><span><span><span><span>, increases the duration of her Slow effects. Her unique Skill, the manually activated </span></span></span></span></span></span><span><span><span><strong><span><span>Quicksand Conversion</span></span></strong></span></span></span><span><span><span><span><span><span>, trades damage for AoE Slowing power: while active, Earthspirit stops attacking and instead repeatedly Slows </span></span></span></span></span></span><span><span><span><span><em><span>all </span></em></span></span></span></span><span><span><span><span><span><span>targets within her attack range.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Earthspirit has terrible base stats, in particular her HP and DEF, which are some of the worst out of all 4★ Operators in Arknights. Her terrible ATK also means that if you’re using Earthspirit, it’s purely to Slow down large groups of enemies; she has very little use beyond that. On the flip side, that means she just needs Skill Levels and an E1 promotion to do her job, making her fairly low-investment, even for a 4★. She doesn’t win battles on her own, but in the right situation Earthspirit can be a helpful complement to the performance of other, stronger Operators.</span></span></span></span></span></span></p> |
C |
Explanation
Summary<span style="color:green;">+ Trait: Attacks slow enemies<br> + A decent Operator for early missions but not usually worth using resources to promote<br> + Cheap to develop and deploy and easy to max potential<br></span> <span style="color:red;">- Weak Skill<br> - Other Supporters provide much more utility</span>Overview<p><span><span><span><span><em><span>“Popukar... needs a pat on the head. Catapult... needs to be tied up. Spot... just don't make him mad. Midnight... knocking him out is the only way to make him behave. There, Doctor, now you know the proper protocol for dealing with Team A6.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Former fashion magazine editor and current babysitter to the wacky members of Squad A6, Orchid acts with style and precision. Using her trusty umbrella as a focal point for her Arts, she plays the part of a </span></span></span></span></span></span><span><span><span><strong><span><span>Slow</span></span></strong></span></span></span><span><span><span><span><span><span>ing Supporter Operator on the battlefield.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In order to apply her Slow debuffs reliably, Orchid’s kit shines a spotlight on the benefits of attack speed. Her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Casting Speed Up</span></span></strong></span></span></span><span><span><span><span><span><span>, is a simple attack speed buff, and her </span></span></span></span></span></span><span><span><span><strong><span><span>Swift Strike α</span></span></strong></span></span></span><span><span><span><span><span><span> Skill increases her Attack power and attack speed for its duration. High attack speed allows Orchid to keep her Slow applied to a single target consistently, and it also helps her switch to new targets quickly when her original target dies. Even though she has a low ATK stat, her Arts attacks may do more damage to high-DEF targets than physical attackers with higher ATK. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As with many other 3* Operators, low base stats and lack of an E2 promotion hold Orchid back from being an appealing long-term investment. The competition in the Slowing role is also fierce, with fellow Supporters possessing utility that Orchid can’t quite match. That being said, Orchid is remarkably accessible through Recruitment and can be a competent Slower and supplemental Arts DPS unit for players who are looking for a little extra utility – or for a pair of very fierce heels.</span></span></span></span></span></span></p> |
Supporter Summoner
EX |
Explanation
Summary<span style="color:green;">+ Talent: Ling receives some ATK buff and SP when her summons are retreated or die<br> + Summons can fill multiple roles as they can be placed on either range or melee tiles depending on the skill<br> + S2: A ranged option if you want to use her summons on ranged tiles. Great burst damage with charges and a low SP cost. Using the skill when a summon is low on HP refunds them making them easy to replace.<br> + S3: The primary skill for Ling, it allows you to combine her summons into giant walls of stats. The active skill boosts those stats even further and provides arts DOT around them.<br> + A very powerful Operator for low-op strategies.<br></span> <span style="color:red;">- S2: The summons are extremely squishy and can die very easily before you have a chance to refund.<br> - S3: The summons can be very expensive to fully deploy.<br> - Less impactful when trying to include in a full and strong squad. Can require a lot of micromanagement if using her to low-op difficult stages.<br></span>Overview<p><span><span><span><span><span><span>Ling is the third of the immortal sisters to join Rhodes Island. Unlike the lackadaisical Nian or the antisocial Dusk, Ling is the calm, friendly type, always willing to share a drink with her fellow Operators or engage in a round of “Poetry Fu.” She maintains this calmness on the battlefield, but it’s safe to say her enemies won’t be able to do the same—Ling is a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Summoner Supporter</span></span></strong></span></span></span><span><span><span><span><span><span>, conjuring illusionary turquoise dragons who </span></span></span></span></span></span><span><span><span><strong><span><span>strike from melee</span></span></strong></span></span></span><span><span><span><span><span><span>, breathe </span></span></span></span></span></span><span><span><span><strong><span><span>Arts from range</span></span></strong></span></span></span><span><span><span><span><span><span>, or fuse into overwhelming </span></span></span></span></span></span><span><span><span><strong><span><span>Block-4 giants of stats</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Summoner Supporter, Ling’s kit revolves around her dragon minions. Her second Talent (</span></span></span></span></span></span><span><span><span><strong><span><span>Thus Inscribed, An Ode to Wine</span></span></strong></span></span></span><span><span><span><span><span><span>) gives Ling bonus SP and a stacking ATK buff when one of her summons is defeated, recalled, or absorbed… more on that later. And her E0 Talent (</span></span></span></span></span></span><span><span><span><strong><span><span>Lantern Alight, To Recall One’s Dream</span></span></strong></span></span></span><span><span><span><span><span><span>) allows her to deploy her summons, giving them a different effect based on what Skill Ling has equipped.</span></span></span></span></span></span></p> <ul> <li><span><span><span><span><span><span>With S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Sips of Wine</span></span></strong></span></span></span><span><span><span><span><span><span>, Ling’s summons are melee units that deal Physical damage. When activated, S1 gives Ling and her summons an ATK and ASPD buff while also causing the summons to deal Arts damage. Ling will also obtain one summon when activating the Skill. This Skill has great uptime and can be useful if you need multiple small Blockers or decoy units, but it is a rare situation indeed where this skill would be a better choice than one of her other two.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>With S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Amidst Pleasant Melodies</span></span></strong></span></span></span><span><span><span><span><span><span>, Ling’s summons become ranged units that deal Arts damage. S2 can hold multiple charges, and each charge causes Ling and her summons to deal a burst of Arts damage to multiple targets within range while also inflicting Bind. Upon use, the Skill will also retrieve any of Ling’s summons that have less than 50% HP. This Skill has good burst and stall capabilities, and it also gives Ling a lot of flexibility with redeploying her summons. However, the Skill only retrieves existing summons rather than generating new ones. You must be careful not to let any dragons die if using S2, since you can’t get them back.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>S3, </span></span></span></span></span></span><span><span><span><strong><span><span>To Remain Oneself</span></span></strong></span></span></span><span><span><span><span><span><span>, is the big one (literally). Ling’s summons are melee units that deal Physical damage, like with S1, but when you deploy two summons next to each other, they fuse into a </span></span></span></span></span></span><span><span><span><span><em><span>massive</span></em></span></span></span></span><span><span><span><span><span><span> dragon with Block-4 and buckets of stats. On top of that, when S3 is active, Ling and her summons (big or small) gain an enormous ATK and DEF buff, and Ling’s summons deal extra Arts damage to all enemies around them for the duration. Oh yes—and when the Skill ends, Ling obtains one summon.</span></span></span></span></span></span></li> </ul> <p><span><span><span><span><span><span>To say that Ling is strong would be an understatement. Her S3 fusion dragons simply run over all but the toughest of opponents, and they’re one of the easiest sources of Block-4 to boot (I’m looking at you, IS#2 juggernauts!) Ling herself is a surprisingly potent unit for a Summoner, since her Skills buff her own stats as well as those of her summons.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Keep in mind, however, that Ling isn’t quite capable of soloing the highest difficulty levels of Arknights, even at her maximum performance. Her fusion dragons are a force to be reckoned with, but certain bosses or challenges can overwhelm even their high stats, which takes most of the bite out of Ling’s performance. But the other 99% of enemies? They won’t even know what hit them.</span></span></span></span></span></span></p> <p> </p> |
S- |
Explanation
Summary<span style="color:green;">+ Trait and Talent 1: Can summon Drones with 0 block that gain abilities based on selected Skill<br> + Talent 2: Drones cannot be targeted for some time after they are deployed<br> + Great for the CC Event since there are Contracts that lower the number of Operators the team can bring to battle, leaving the extra deploy slots available for Summons.<br> + Choice of S2 or S3 provides both Arts and Physical Damage options<br> + S1 is incredible for slowing the movement of large groups of enemies<br></span> <span style="color:red;">- Drones require DP to place and count toward the deploy limit<br> - Skill activation can be tricky to master<br> - Requires significant resource investment if you want to bring her as a DPS into endgame</span>Overview<p><em>"The dreams that are buried there are cold and cruel, but... in order to make my dreams a reality, I am willing to do anything it takes."</em></p> <p><span><span><span><span><span><span>Magallan has been dedicated to surveying the sub zero wilderness of the post-apocalyptic North Pole ever since she was a little girl, raised on an ancient ballad about the forgotten past of the far north. (If that “ancient ballad” didn’t come from an </span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/Frozen_(2013_film)"><span><span><span><span><span><span><span>animated kid’s movie</span></span></span></span></span></span></span></a><span><span><span><span><span><span> about a snow queen and her redheaded sister, I’ll eat my hat.) Armed with an Arts-run flashbulb cannon and a host of flying drones (</span></span></span></span></span></span><a href="https://youtu.be/V-zXT5bIBM0"><span><span><span><span><span><span><span>not snowmen</span></span></span></span></span></span></span></a><span><span><span><span><span><span>), Magallan operates as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Supporter Summoner</span></span></strong></span></span></span><span><span><span><span><span><span> unit who calls </span></span></span></span></span></span><span><span><span><span><span><span>her drones to the field for </span></span></span></span></span></span><span><span><span><strong><span><span>Support</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>Crowd-Control</span></span></strong></span></span></span><span><span><span><span><span><span>, and </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Magallan’s kit revolves around her drones. Her first Talent, </span></span></span></span></span></span><strong>Support Drone - Soaring Dragon, </strong><span><span><span><span><span><span>gives her the ability to summon them, and her second Talent, </span></span></span></span></span></span><strong>Optical Refraction Accessories </strong><span><span><span><span><span><span>hides her drones from ranged attacks for a short time after they are deployed. What her drones do changes depending on which Skill Magallan has equipped:</span></span></span></span></span></span></p> <ol> <li><span><span><span><span><span><span>Skill 1, </span></span></span></span></span></span><strong>High-Efficiency Freezing Module</strong>,<span><span><span><span><span><span> is crowd-control-centric. When equipped, Magallan and her drones will Stop all enemies in their attack range every few seconds. When activated, the Stop is upgraded to a Bind effect.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Skill 2, </span></span></span></span></span></span> <strong>Laser Mining Module</strong>,<span><span><span><span><span><span> focuses on ST Arts DPS. When equipped, this Skill turns the drones into melee-range Arts Damage units that are deployed on ground tiles. When activated, Magallan and her drones gain ASPD and the drones’ attacks become AoE.</span></span></span></span></span></span></li> <li><span><span><span><span><span><span>Skill 3, </span></span></span></span></span></span><strong>Armed Combat Module</strong>,<span><span><span><span><span><span> emphasizes AoE physical DPS. When equipped, this causes the drones’ ranged attacks to become AoE. When activated, Magallan and her drones gain ATK and the splash radius of the drones’ AoE increases.</span></span></span></span></span></span></li> </ol> <p><span><span><span><span><span><span>In many ways, Magallan is a very investment-efficient Operator, since investing in her gives you a unit that can cover multiple roles depending on which Skill you choose. However, Magallan’s Drones function similarly to other Summoners: each Drone costs DP to deploy and counts toward the Deploy Limit. Magallan’s Skills have very powerful effects when activated… but they also retreat all deployed drones when their duration ends. This is useful because it allows you to shuffle the positions of Magallan’s drones throughout a battle, but at high DP and time cost. Also, if a drone is defeated before it can be retreated, that drone is gone for good. Players must time Magallan’s Skills carefully: use a Skill too early and the drones retreat right when you need them most, but use a Skill too late and the drones won’t be back in time for the next wave.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite the tricks to using her well (or maybe because of them), Magallan can be a very fun Operator with incredible field presence. Don’t stress too much over learning the timing of her Skills and redeployment. </span></span></span></span></span></span><a href="https://youtu.be/L0MK7qz13bU"><span><span><span><span><span><span><span>Let It Go</span></span></span></span></span></span></span></a><span><span><span><span><span><span>, </span></span></span></span></span></span><a href="https://youtu.be/eF9wZR3m8m8"><span><span><span><span><span><span><span>Show Yourself</span></span></span></span></span></span></span></a><span><span><span><span><span><span> this Operator’s stellar potential, and head </span></span></span></span></span></span><a href="https://youtu.be/gIOyB9ZXn8s"><span><span><span><span><span><span><span>Into the Unknown</span></span></span></span></span></span></span></a><span><span><span><span><span><span> with her bevvy of trusty drones at your side. </span></span></span></span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Talent: Can summon mobile camera drones. Enemies within the nearby 8 tiles lose stealth<br> + Drones have very low DP cost to summon and a 1 tile attack range, making them more viable as dps units compared to other summons like Meeboos or Tentacles.<br> + S1: Allows drones to enter Stealth, which can be very useful in assassinating ranged enemies<br> + S2: Gives Drones very high raw stats to duel most low-mid power enemies with ease. Also replenishes 1 drone with each use, so destroyed drones can be replenished, a feature not available to every Summoner.<br> + Stealth detection is rare and her drones allow you to get stealth detection anywhere there's an open melee tile.<br></span> = Stealth detection is not needed for the vast majority of maps.<br> <span style="color:red;">- Her drones require Deploy slots and DP that could be used for other Operators</span>Overview<p><span><span><span><span><span><span>Scene is an extremely shy, quiet person who rarely speaks and takes half an hour to sign her name on paperwork. However, she’s also an incredibly artistic person with a great talent for photography, and she has created a squad of camera drones--the Buggy Cams--that are happy to do the talking for her. Scene’s Buggy Cams have not only helped her create many fine works of art, but they also work as a surveillance network on behalf of Rhodes Island, making Scene the first </span></span></span></span></span></span><span><span><span><strong><span><span>5* </span></span></strong></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Summoner##null##stats"><span><span><span><strong><span><span><span><span>Summoner Supporter</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span> in Arknights who focuses on </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=null##Remove-Stealth##stats"><span><span><span><strong><span><span><span><span>revealing invisible enemies</span></span></span></span></strong></span></span></span></a><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>With her Talent, </span></span></span><strong><span><span>Camera Squad</span></span></strong><span><span><span>, Scene can deploy melee Block-1 “Buggy Cams” to the field. Buggy Cams cost 5 DP to deploy and reveal all stealthed or invisible enemies in the 8 grids surrounding them. Scene doesn’t want anything bad to happen to her cameras, and so both of her Skills involve buffing their performance. Her Skill 1, <strong>Protective </strong></span></span></span><strong><span><span>Camouflage</span></span></strong><span><span><span>, is a slow-charging permanent buff that increases the ATK of all Buggy Cams and grants them the Camouflage buff, preventing them from being directly targeted by ranged enemies unless they are blocking. (After all, if you can’t beat invisibility, become invisible yourself, right?) Her Skill 2, </span></span></span><strong><span><span>Panoramic Overload</span></span></strong><span><span><span>, is a manually-activated buff. It offers an enormous ATK, DEF, and RES boost to all Buggy Cams, increases the range of their invisibility detection, and also adds a new Buggy Cam to Scene’s stash. This Skill offers the rare ability to replenish summons lost during battle and has pretty good uptime, but be warned that all Buggy Cams are Stunned for a few seconds after the Skill ends. If you’re relying on Scene’s drones to Block enemies, this Skill can backfire on you pretty severely.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Despite the fact that both of her Skills buff the ATK of her camera minions, Scene’s damage potential isn’t that high. Like most Summoner Operators, Scene’s own stats are quite low, and her Buggy Cams are much weaker than full-blown Operators. None of Scene’s Skills deal damage to enemies directly, and she also can’t buff fellow Operators—she only affects her Buggy Cams. This makes Scene a bit of a one-trick pony. However, her “one trick” is countering invisible enemies, and invisible enemies can be such a pain in the butt that it’s well worth having a unit dedicated to making their lives miserable.</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Trait and Talent: Can summon Robotters (Meeboos) that lower enemy attack speed when attacked<br> + Robotters are very cheap to deploy.<br> + S1: Makes Robotters quite tanky. Nice dodge buff for adjacent allies at higher Skill levels that stacks with other dodge buffs.<br> + S2: Can dish out a ton of damage if you use multiple Robotters<br></span> <span style="color:red;">- Robotters count toward the deploy limit<br> - Requires significant resources to get to the point where she is useful endgame</span>Overview<p dir="ltr"><em>"If anything breaks, I can just make another one!"</em></p> <p dir="ltr">Busy-body inventor and one-person army, Mayer is a <strong>Summoner Supporter Operator</strong> who can stall enemies and provide large amounts of on-demand Arts damage nearly anywhere on the map.</p> <p>Mayer’s playstyle revolves around her unique trait, which allows the placement of ‘Robotters’, which she calls her Meeboos. Robotters act like melee Operators, can block 1 enemy, have decent HP, and decrease the ASPD of enemies that engage them. Robotters count toward the Deploy Limit, and are restricted in the number that can be deployed, which increases as Mayer receives Elite promotions. </p> <p>Mayer’s first Skill, <strong>Bionic Device</strong>, passively increases the Physical and Arts dodge chance of deployed Robotters. Although heavy investment into <strong>Bionic Device</strong> allows Meeboos to extend this buff to nearby allies, and can be stacked with other dodge buffs, this Skill is primarily a stalling tool. It is Mayer’s second Skill, <strong>Detonate and Recycle</strong>, that is the game-changer. <strong>Detonate and Recycle</strong> self-destructs all deployed Robotters and deals massive AoE Arts damage, briefly stuns surviving enemies, and ‘recycles’ all detonated Robotters. This allows them to function not only as strategic low-cost blockers, but also as nuclear Arts bombs that can bring pinpoint mass destruction to almost anywhere on the map.The recycling functionality enables rapid redeployment for quick alteration or reconstruction of defensive lines.</p> <p>By design, Mayer as a standalone Operator is underwhelming due to her very low stats. However, with skillful utilization and placement of each Robotter, Mayer can be a one-woman wrecking crew and even single-handedly clear missions. Learning and experimenting with Mayer’s capabilities will be well worth the time spent with this uniquely versatile Operator.</p> |
B |
Explanation
Summary<span style="color:green;">+ Talent: Can summon 4 tentacles that scale with Operator level to assist in battle<br> + S1: Tentacles can become very durable at high Operator Levels<br> + S2: Huge 50% Dodge buff with long duration, and stacks multiplicatively with other Dodge buffs<br></span> <span style="color:red;">- Very squishy, especially before max Trust<br> - Tentacles count toward the Deploy Limit, which could be used for other Operators<br> - Cannot retreat and redeploy her Summons, unlike higher rarity Summoners.<br></span>Overview<p><span><span><span><span><em><span>“We artists are a unique breed... we get stuck at least thirty days a month and think everything we produce is garbage. Also, we only become inspired after midnight.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Deepcolor comes from a wealthy family, holds three degrees, and was given the… unusual creatures that she summons in battle by her father, who captured them “somewhere in faraway Sargon.” At least, she claims these things are true; Rhodes Island’s investigations indicate them to be fishy at best. But she doesn’t have to lie about her prowess as a </span></span></span></span></span></span><strong>4★</strong><span><span><span><strong><span><span> Summon Supporter</span></span></strong><span><span><span> Operator, which has been proven in the field time and again.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Summoner, Deepcolor’s kit revolves around her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Tentacle Summoner</span></span></strong></span></span></span><span><span><span><span><span><span> (no hentai jokes, please), which gives her a certain number of tentacle “assistants” to summon based on her promotion level. Each tentacle is a melee Operator with Block-1 that counts against a map’s deployment limit when placed. Unlike higher-rarity Summoners, Deepcolor cannot “recall” her tentacles; if a tentacle dies or is retreated, Deepcolor cannot resummon it unless she herself is killed/ retreated and redeployed to the field later.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>So what does she use her assistants to do? Primarily, Deepcolor is good at </span></span></span></span></span></span><span><span><span><strong><span><span>stalling</span></span></strong></span></span></span><span><span><span><span><span><span>. Her Skill 1, </span></span></span></span></span></span><span><span><span><strong><span><span>Shadow Tentacle</span></span></strong></span></span></span><span><span><span><span><span><span>, increases the ATK and DEF of all deployed tentacles and rapidly regenerates their health. Since Deepcolor can’t recall her tentacles, keeping them alive once deployed is important, and this Skill is perfect for the job. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Visual Trap</span></span></strong></span></span></span><span><span><span><span><span><span>, expands Deepcolor’s attack range and gives all allies within that range (including tentacles) a massive Physical Dodge buff. This Skill lasts a very long time, but also has a very high SP cost, so be sure to save it for the toughest part of an encounter.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The damage potential of Deepcolor and her tentacle friends isn’t very high, which can make them feel underwhelming in comparison to more DPS-focused Summoners. Deepcolor herself is also a fairly weak unit, with low ATK and terrible durability. However, art is about persistence and creativity, not brute strength. With her powerful defensive Skills and her host of disposable meatshields, Deepcolor is perfect for keeping important Operators safe from harm and giving them some “wiggle room” while still chipping down incoming opponents.</span></span></span></span></span></span></p> <p> </p> |
Vanguard Agent
S+ |
Explanation
Summary<span style="color:green;">+ Strong damage, competitive among the best Vanguard skills.<br> + Tons of utility, much of it extremely strong and unique.<br> + Talent 1: The Bind from her Talent is incredibly powerful, facilitating both early map and late map holds.<br> + Talent 1 and S2: Steal aspects are twice as strong as the numbers appear since they both buff Ines and debuff the enemy.<br> + S2: Instantly activatable with Bagpipe<br> + S2: Incredibly fast cycle means she doesn't even need to be redeployed.<br> + S2: Presuming a target to attack, DP generation is competitive with Flagbearers.<br> + S2: Has true Invisibility, which protects her from splash and environmental damage, instead of the more common Camoflauge which does not.<br> + S3: High damage and control potential.<br> + Talent 2: Shadow Sentinal cannot be disrupted by enemies, making it very effective for both snare and invisability reveal.<br></span> <span style="color:red;">- Needs an enemy to attack to generate DP so can be inconsistent on some stages<br></span>Overview<p><span><span><span>Ines first appeared in the Darknights Memoir event, a mercenary who worked alongside W and Hoederer. Luckily for all Doctors who were captivated by her obscure powers and engaging storyline, reports of her death (or rather “deaths,” plural) have been greatly exaggerated. Now she owes Rhodes Island a debt, and she’s ready to repay it with her services as a <strong>6* Agent Vanguard</strong> who <strong>places shadow clones</strong> and <strong>steals enemy stats</strong> to increase her own.</span></span></span></p> <p><span><span><span>Agent Vanguards came out of the gate strong with Cantabile, and Ines is everything you could want in an Agent Vanguard and more. She boasts the usual qualities of Agents—fast redeploy time and ranged attacks—as well as a new mechanic: Steal. This reduces the enemy’s stats by a set amount and increases Ines’s corresponding stat by an equal amount (up to a cap). The effects of Stealing remain until Ines or her opponent die, whichever happens first. Her E1 Talent, <strong>Shadow Weave</strong>, demonstrates this effect perfectly: the first time Ines attacks a given enemy, <strong>Shadow Weave</strong> Steals a set amount of ATK from the target (and also inflicts a Bind effect). Steal also figures prominently into Ines’s <strong>Lightless Night</strong> S2. <strong>Lightless Night</strong> expands her attack range, greatly increases her ATK, and adds two effects to her attacks: each attack generates DP and also Steals ASPD from her target. On top of that, she also gains Invisibility, making her almost impossible to hit for the Skill duration. </span></span></span></p> <p><span><span><span>The rest of Ines’s kit does not involve Steal, but instead revolves around interesting deployables. First, her E2 Talent, <strong>Shadow Whistle</strong>, passively reveals stealthed enemies within her attack range and reduces their movement speed. But when Ines is retreated, she leaves behind a Shadow Whistle deployable that maintains the effect in her previous location. Her other deployable comes from her S3, <strong>Lone Shadow’s Return</strong>, which modifies her deployment altogether: the first time she is deployed does not consume DP but instead places a Shadow Clone on the field and refreshes Ines’s redeployment timer. Once the timer is up and you place her down for real, the Shadow Clone is recalled to Ines’s position, damaging enemies it passes through and generating DP for each target hit. Afterwards, Ines gains a massive ATK buff for several seconds.</span></span></span></p> <p><span><span><span>It's easy to underestimate Ines due to her unimpressive base stats and short attack range. Once she hits the field, however, she impresses again and again. Her short attack range is compensated by quick ASPD and the ability to hit flying units. Her offense is always higher than expected due to her Stealing mechanic constantly buffing her power levels. Her defense is covered by the Invisibility from <strong>Lightless Night</strong>. She generates a lot of DP. She reveals stealthed units. She Binds enemies with guaranteed success. She nukes the hell out of enemies with <strong>Lone Shadow’s Return</strong>. It’s no surprise she’s survived multiple apparent deaths. It’s only surprising there’s anybody alive who still thinks they can kill her.</span></span></span></p> |
S |
Explanation
Summary<span style="color:green;">+ Fast deploy vanguard with the strong DP recovery and the ability to Camouflage.<br> + Talent: Increases ASPD when not blocking<br> + One of the highest potential DP recovery rate operators when able to continually attack enemies<br> + Good mix of high DP regeneration and damage<br> + S1: Solid choice if you want to take advantage of her fast redeploy time to drop her in for quick DP generation.<br> + S2: Provides Camouflage and further ASPD boosting to generate DP more quickly. Ammo is useful in preventing the DP generation from being wasted between weaves and she remains hidden until Ammo is fully depleted.<br></span> <span style="color:red;">- S1: As redeploys make her more expensive, her total DP generation weakens quickly on reuse.<br></span>Overview<p><span><span><span>Cantabile is extremely tight-lipped about her past, and most of the information about her is sealed in Rhodes Island’s records. Despite her best efforts, however, some clear indications slip out—for example, she had a panic attack upon seeing children playing with <a href="https://gamepress.gg/arknights/operator/beanstalk">Metal Crab pets</a> because she thought the children would be instructed to kill their pets later down the line. Thankfully, being part of Rhodes Island has been therapeutic for her, and she has even adopted a Metal Crab of her own!</span></span></span></p> <p><span><span><span>Despite being opposed to violence, Cantabile has decided Rhodes Island is worth fighting for, so she has agreed to deploy as the first <strong>5* Agent Vanguard</strong>. This archetype is deployed on ground tiles but has ranged attacks (albeit in a rather short 1x2 range) and has greatly reduced redeployment time. Cantabile’s specialty is <strong>gaining DP when she attacks</strong>, but only while her Skills are active.</span></span></span></p> <p><span><span><span>There is an interesting push and pull at play with Cantabile’s Talent, <strong>All-Rounder</strong>, which gives her bonus ATK when Blocking an enemy and bonus ASPD when she isn’t. This may not seem like a large difference, but it stands out when you look at her Skills. Her S1, <strong>Bystander</strong>, gives Cantabile a large ATK buff for several seconds upon deployment and—more notably—causes her to generate DP with every attack she makes for the duration. As such, when using <strong>Bystander</strong>, Cantabile wants to make sure she isn’t Blocking anything. Bonus ASPD means more attacks in the duration, which means more DP.</span></span></span></p> <p><span><span><span>On the other hand, Cantabile’s <strong>Fleeting Light</strong> S2 is a manually activated Skill that runs on the ammo system. It gives Cantabile a much lower ATK buff, but also gives her bonus ASPD and Camouflage, while still generating DP with each attack. Because <strong>Fleeting Light</strong> runs on ammo, the <strong>All-Rounder</strong> ASPD buff is much less important; she’ll generate DP more quickly with faster attacks, but she won’t actually generate <em>more</em> DP. (On the other hand, Cantabile has low DEF and loses Camouflage while Blocking, so she may still want to stay out of direct combat for the duration.)</span></span></span></p> <p><span><span><span>Cantabile may not sound that impressive on paper, but her various attributes are more than the sum of her parts. The keyword here is “versatile.” Cantabile’s attacks are fast (especially with <strong>Fleeting Light</strong>) and reasonably strong (especially with <strong>Bystander</strong>), and she can hit flying enemies. She generates DP very quickly so long as there are enemies for her to attack, and afterwards she can serve in a fast-redeploy role (soaking enemy abilities, changing positions rapidly, etc.) while still gathering more DP along the way.</span></span></span></p> <p><span><span><span>The “as long as there are enemies for her to attack” part may sound like an issue, but in practice it’s remarkably lenient. Cantabile doesn’t have to kill her target to gain DP—she just needs to attack—and because <strong>Fleeting Light</strong> uses ammo, she doesn’t even have a time limit on her DP generation. (<strong>Bystander</strong> does have limitations, since it doesn’t use ammo and can only be triggered once per deployment, but the instant activation and high ATK buff can still be useful in some situations.) Cantabile wouldn’t be alive today if she wasn’t a flexible and adaptive person, and she delivers these qualities in spades when working in the Doctor’s service.</span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Talent: Great for building up SP for skills.<br> + Both physical and arts damage options for skills.<br> + S1: Decent skill for AFK DP generating.<br> + S2: Strong damage over time if you allow it to build up, and with the bonus attack speed can generate a good amount of DP if you can continuously attack.<br></span> <span style="color:red;">- S2: Short duration, large buildup cost, and can be difficult to get the full use out of the skill.<br> - He lacks defensive abilities.<br></span>Overview<p><span><span><span>Puzzle was suspended from field missions for quite a while because using his potent Originium Arts was simply too great a stress on his fragile constitution. Even though he knew this was for his own safety, being kept in the dark was unbearable for someone whose sense of responsibility is almost as great as his sense of paranoia. Against the better judgment of the health department, Puzzle is being released back onto the field as a <strong>5* Agent Vanguard</strong> who can <strong>gain DP by attacking</strong> and <strong>Poison enemies</strong> to deal damage over time.</span></span></span></p> <p><span><span><span>As an Agent Vanguard, Puzzle gets the benefit of ranged attacks, an increased attack range compared to many Vanguard archetypes, and a fast redeployment timer that helps him dart on and off the field at will. His Skills are both [When Attacking] SP charge type, and his <strong>Sequence</strong> Talent helps him to build them more quickly by giving him bonus damage and SP when attacking an enemy that is at full health. With <strong>Sequence</strong> in play, Puzzle can quickly activate his <strong>Essential Clue</strong> S1, an automatic Skill that grants DP and massive bonus damage to his next attack. His <strong>Tracing Suspicions</strong> S2 takes longer to charge, even with <strong>Sequence</strong>, but it gives him bonus ASPD and a damage-over-time effect that can stack multiple times on the same target. Not only can this Skill output a lot of damage if Puzzle can hit the same target enough times, but it also generates DP for each attack Puzzle is able to launch.</span></span></span></p> <p><span><span><span>Agent Vanguards are a very strong archetype, so even a weak member of the archetype is likely able to pull their weight. Puzzle doesn’t bring a whole lot of new usage to the archetype, but he’s not weak either. <strong>Tracing Suspicions</strong> can be launched from safety due to his Agent attack range, and the damage-over-time effect can really add up over multiple hits. (It’s also great for burning down those stupid Waregeist enemies and the cups/ talismans they leave behind.) </span></span></span></p> |
Vanguard DP-On-Kill / Charger
S+ |
Explanation
Summary<span style="color:green;">+ Archetype: Gain +1 DP on kills and full DP refund on retreat<br> + Talent: Every attack has a chance to "crit" and hit another target<br> + Talent 2: When in team, all Vanguard operators deploy with extra initial SP, enabling some Vanguards to use their skills almost right after deployment<br> + Extremely high DPS that outclasses the DPS of all other Vanguards<br> + Great with buffs as she does multiple hits and has good ATK multipliers.<br></span> = S3 is typically used for drop-in, skill use, and retreat; S2 if she wants to stay deployed<br> <span style="color:red;">- S3 is powerful but it has poor uptime<br> - Block-1 at base makes it more difficult to capitalize on her multi-attacking Talent</span>Overview<p><span><span><span><span><span><span>Bagpipe is many things: a farmgirl by upbringing, a soldier by training, a master at fighting, a friend to everyone, and a complete disaster to her combat equipment. First and foremost at this point, however, she is a Rhodes Island Operator: a </span></span></span><strong><span><span>6</span></span></strong></span></span></span>★<span><span><span><strong><span><span> DP-on-Kill Vanguard</span></span></strong><span><span><span> who packs incredible </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> into </span></span></span></span></span></span><span><span><span><strong><span><span>multiple hits</span></span></strong><span><span> and <strong>accelerates Vanguard DP gain</strong>.</span></span></span></span></span></p> <p><span><span><span><span><span><span>The </span></span></span></span></span></span><span><span><span><strong><span><span>Precise Reloading</span></span></strong></span></span></span><span><span><span><span><span><span> Talent gives you a great idea of what Bagpipe is here to do: </span></span></span></span></span></span><span><span><span><span><em><span>murder everything</span></em></span></span></span></span><span><span><span><span><span><span>. It gives Bagpipe’s next attack a chance to strike with increased ATK and hit an extra enemy within range. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>High-Impact Assault</span></span></strong><span><span><span>, is an automatic Skill that holds multiple charges. In addition to its damage boost, this Skill causes Bagpipe to attack twice simultaneously, giving her two shots to activate her Talent. If that’s not enough for you, take it up to eleven with her Skill 3, </span></span></span><strong><span><span>Locked Breech Burst</span></span></strong><span><span><span>. This increases Bagpipe’s ATK, DEF, and Block count, and it causes her attacks to deal </span></span><em><span>three hits</span></em></span></span></span></span><span><span><span><span><span><span> at once! It even has a surprisingly low cooldown for such a powerful Skill! Be aware, however, that </span></span></span></span></span></span><span><span><span><strong><span><span>Locked Breech Burst </span></span></strong></span></span></span><span><span><span><span><span><span>doesn’t last very long, and it can actually do less damage than her S2 in single-target situations.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>In addition to being an amazing fighter, Bagpipe redefines the DP-gaining meta with her E2 Talent, <strong>Martial Tradition</strong>. At first glance, giving all Vanguards on the team extra initial SP may not sound like much. In practice, however, this Talent accelerates DP gain at the start of a map to insane levels. Being able to use Vanguard Skills earlier than usual means getting your entire team on the field earlier than usual, giving them additional time to charge Skills and snowballing maps with the early numbers lead.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Bagpipe’s main flaws are those typical to DP-on-Kill Vanguards. Having Block-1 is a downside for the entire archetype, but it’s especially annoying for Bagpipe because it limits the scope of her Talent. She won’t often have a second target around for her Talent to hit unless A) another Operator is Blocking for her or B) </span></span></span><strong><span><span>Locked Breech Burst</span></span></strong><span><span><span> is active. (She’ll still get the attack buff when her Talent procs, but missing out on the extra hit is unfortunate.)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>DP-on-Kill Vanguards are also the least reliable Vanguards for gaining DP, since they have to land killing blows to do so. However, having <strong>Martial Tradition</strong> alone would make up for this; if anything, the fact that Bagpipe is also a killing machine is just icing on the cake. She may not generate much DP herself, but take her own DP gain as a bonus and let her focus on what she’s best at: mowing her enemies down like wheat!</span></span></span></span></span></span></p> |
A |
Explanation
Summary<span style="color:green;">+ Trait: Gain +1 DP cost on kills<br> + Trait: Full DP cost refund on retreat<br> + Excellent ATK, easily the highest single target Vanguard DMG with S2 buff<br> + Respectable DEF<br> + Can be considered A direct upgrade to Plume<br></span> <span style="color:red;"> - 1-Block Vanguards can easily let enemies by when they come in waves<br></span>Overview<p dir="ltr"><em>“No matter how tough the bad guys are, I won't stop thrashing. Not like, a music thing. It's a battle thing.”</em></p> <p dir="ltr">Vigna is an unruly little devil that loves to shred the guitar almost as much as your enemies (and to give you a hard time while doing it). She is a <strong>Kill-DP-Recovery</strong> Vanguard, meaning she <strong>obtains 1 DP on every kill</strong> and has<strong> full DP refund on retreat</strong>. </p> <p dir="ltr">Vigna was built to kill, as she has one of the highest Attack stats of any Vanguard. Her Talents and Skills just add flames to the fire, as her Skill 1, <strong>Attack Up 𝝱</strong>, and her Skill 2, <strong>Hammer-On</strong>, are both straight-up Attack buffs. The buff value on Skill 2 is quite large, and the slower attack speed demerit barely phases her. Her Talent, <strong>Fierce Stabbing</strong>, adds a chance to crit effect to her normal attacks, giving her even more burst potential.</p> <p dir="ltr">Vigna’s massive killing power fits perfectly with her role as a Kill-DP-Recovery Vanguard, as killing enemies is necessary to grant DP. The more enemies she slaughters, the better she does her job, so steady streams of low-to-medium enemies early in a map is perfect for her. Her power also makes her a great candidate to deliver some chip damage on a Boss or Elite enemy that stops in one spot.</p> <p dir="ltr">Vigna’s only real weaknesses are simply the weakness of her Archetype in general: Kill-DP-Recovery Vanguards are just not a good choice to block multiple enemies nor generate DP over long periods. Other than being a higher rarity level, there is nothing more that could be asked of Vigna, as she is perfect for her role: deploy, slaughter, retreat. Use this little devil to jab your enemies and you will more than forgive her jabs at you.</p> |
A- |
Explanation
Summary<span style="color:green;">+ Trait: Obtain 1 DP after this unit defeats an enemy. Refunds the original DP Cost when retreated<br> + Talent: High innate RES, making her one of the highest RES melee DPS units<br> + S2: Provides both Physical and Arts damage, though the Arts damage portion is not very high<br></span> = Vigna has higher max ATK values because of Skills, and higher <i>potential</i> DPS because of crit Talent, but Reed has higher consistent DPS.<br> = S2: When paired with Zima S2, has the potential to reach 3 DP gained per kill.<br> <span style="color:red;">- Typical Archetypal drawbacks of easy leakage with block-1 and needed killing blows to generate DP.</span>Overview<p><span><span><span><span><span><span>Contrary to what it looks like, Reed is not setting people on fire—she is exciting living tissue so much that it explodes. This fine distinction may be important to Kal’tsit, but it probably isn’t much use to Reed’s enemies once they start exploding! As a </span></span></span></span></span></span><span><span><span><strong><span><span>5* DP-on-Kill Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span>, Reed needs to deal </span></span></span></span></span></span><span><span><span><strong><span><span>DPS</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>generate DP</span></span></strong></span></span></span><span><span><span><span><span><span>, and her kit is perfectly positioned to handle both of these tasks.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>DP-on-Kill Vanguards have two unique traits: they generate 1 DP every time they kill an enemy, and they refund their entire DP cost when retreated. As such, these Operators need good stats in order to secure kills and generate DP, and Reed certainly has those. In fact, she has more well-rounded stats than most Vanguards thanks to her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Magic-Withering Blood</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives her massive bonus RES. Between this Talent and her full DP refund, Reed is great at assassinating enemy Casters. She’s no slouch against bulky physical targets either. Her Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Spiritual Spark</span></span></strong></span></span></span><span><span><span><span><span><span>, grants a large ATK buff and causes Reed’s attacks to start dealing extra Arts damage, giving her a workaround for enemies with high DEF. Even better, anything Reed kills while </span></span></span></span></span></span><span><span><span><strong><span><span>Spiritual Spark</span></span></strong></span></span></span><span><span><span><span><span><span> is active grants +1 more DP than a usual kill. Reed can create buckets of DP with this Skill, and its terrific uptime means she can use it with alarming frequency.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Reed’s kit is very potent, but she still suffers from the usual troubles of DP-on-Kill Vanguards. Because she can only Block-1, she’s often in danger of being overrun by enemies, and if bad timing causes another Operator to land the killing blow on her target, she won’t generate DP. It can be risky to rely on a DP-on-Kill Vanguard like Reed as your primary Vanguard for these reasons. However, any player who understands how to use DP-on-Kill Vanguards effectively should find Reed to be an outstanding addition to their lineup.</span></span></span></span></span></span></p> <p> </p>
Explanation
Summary<span style="color:green;">+ Strong Charger Vanguard with powerful burst damage and utility options.<br> + Talent: -1 DP to all Guards every time she is deployed. Thanks to her archetype, she essentially has negative DP cost.<br> + S2: Powerful utility option that can interrupt many enemies during their attacks, including Possessed. <br></span> <span style="color:red;">- S1: Provides no Attack boost, so she struggles to deal with armored enemies. Must be retreated when the skill is over as she will lose her skill.<br> - S2: Poor damage output when compared to other, more common Charger Vanguards such as Vigna. </span>Overview<p><span><span><span><span><em><span>"Outta the way outta the way, I'm here to report in----!"</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>Wild Mane was a promising candidate for the Kazimierz Knighthood before she contracted Oripathy, which in Kazimierz is an unforgivable offense. She was immediately disowned by her family, but fortunately she was able to find her way to Rhodes Island. Dreaming of glory, she repaired the defunct</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/justice-knight"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>“Justice Knight”</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> model and took to the battlefield as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Charger Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span> with </span></span></span></span></span></span><span><span><span><strong><span><span>lowered redeployment time</span></span></strong></span></span></span><span><span><span><span><span><span> who </span></span></span></span></span></span><span><span><span><strong><span><span>reduces the DP cost of Guards</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>Pushes</span></span></strong></span></span></span><span><span><span><span><span><span> back her enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Being a Charger Vanguard, Wild Mane has a cheap DP cost, quick ASPD, and the Trait of refunding her entire base DP cost (rather than half) when she is retreated. She also gains 1 DP every time she kills an enemy unit, which she can do quite quickly with her </span></span></span></span></span></span><span><span><span><strong><span><span>Stabbing Lance</span></span></strong></span></span></span><span><span><span><span><span><span> S1, which automatically triggers when she is deployed and gives her a huge ASPD buff for several seconds. This Skill can give her some instant “oomph” as soon as she is deployed, but if you’re able to wait for a short time, you can take advantage of her </span></span></span></span></span></span><span><span><span><strong><span><span>Lance Charge</span></span></strong></span></span></span><span><span><span><span><span><span> S2 instead. This manual Skill increases Wild Mane’s ATK, extends her attack range, and causes her attacks to Push enemies away from her. This can be great for keeping the ally in front of her alive, as the constant Pushes can prevent attacks and reset attack animations.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Possibly the most interesting thing about Wild Mane is her Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Forward March</span></span></strong></span></span></span><span><span><span><span><span><span>. At E1, Wild Mane will reduce the DP cost of all undeployed Guards by 1 the </span></span></span></span></span></span><span><span><span><span><em><span>first</span></em></span></span></span></span><span><span><span><span><span><span> time she is deployed on the map. At E2, Wild Mane will reduce the DP cost of all undeployed Guards by 1 </span></span></span></span></span></span><span><span><span><span><em><span>every time</span></em></span></span></span></span><span><span><span><span><span><span> she is deployed, stacking up to a maximum of a -5 DP discount! And because Wild Mane refunds her base DP cost when retreated, you can continue to retreat and redeploy her to stack that Guard DP discount for cheap (or for free, with her </span></span></span></span></span></span><a href="https://gamepress.gg/arknights/database/arknights-module-list"><span><span><span><span><span><span><span><span>Module</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>!)</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Wild Mane is a very quirky Charge Vanguard, and it can be great fun to watch her shank some small fry. Unfortunately, she has trouble holding her own against tougher targets. </span></span></span></span></span></span><span><span><span><strong><span><span>Stabbing Lance</span></span></strong></span></span></span><span><span><span><span><span><span> only buffs ASPD, so it doesn’t help Wild Mane overcome enemy DEF, and </span></span></span></span></span></span><span><span><span><strong><span><span>Lance Charge</span></span></strong></span></span></span><span><span><span><span><span><span> never gets enough force to Push enemies of greater than medium weight. </span></span></span></span></span></span><span><span><span><strong><span><span>Forward March</span></span></strong></span></span></span><span><span><span><span><span><span> is a fun bonus, but if Wild Mane isn’t contributing on her own as well, it can be hard justifying a slot just for </span></span></span></span></span></span><span><span><span><strong><span><span>Forward March</span></span></strong></span></span></span><span><span><span><span><span><span> (especially since, even with her lowered Redeployment Time, it would still take four minutes to get the -5 maximum). If you use a lot of Guard Operators, however, Wild Mane’s DP reductions can make a difference in setup speed over the course of a map—and she </span></span></span></span></span></span><span><span><span><span><em><span>can </span></em></span></span></span></span><span><span><span><span><span><span>hold her own against weaker enemies just fine, transforming them into more DP for your ever-building Guard-centric shenanigans.</span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ Trait: Gain +1 DP on kill<br> + Trait: Full DP refund on retreat<br> + When deployed all Vanguard operators gain 20% physical evasion<br> + Extremely easy to max Potential, lowering her DP cost<br> + Considered a defensive alternative to Vigna<br> + Multi attack on s2 is unique for a Vanguard<br></span> <span style="color:red;">- Defensive focus does not synergize well with her Dp-On-Kill mechanic.<br> - Can leak easily when her S2 is down because of 1-block base and weak killing power.</span>Overview<p dir="ltr"><em>“Compared to everyone else, I'm pretty ordinary. I don't have any superpowers, or spectacular achievements to brag about... But I don't need magic or claws to make the world a better place. I can do that with my own two hands! Of course, we still have to eat well!”</em></p> <p dir="ltr">This oft-underestimated overachiever has shown great talent and tenacity to succeed. Grani is a <strong>Kill-DP-Recovery</strong> and <strong>Defense</strong> Vanguard who <strong>obtains 1 DP on every kill</strong> and <strong>refunds her DP cost on retreat</strong>. </p> <p dir="ltr">Grani’s stand-out ability is her Skill 2,<strong> Press the Attack!</strong>, which grants a strong ATK and DEF buff, increases the number of enemies she can block, and allows her to attack multiple enemies equal to her block number. The Skill is ready fairly soon after deployment, which matches perfectly with her Kill-Recovery Vanguard role. She can be dropped on the battlefield, activate her Skill 2 to kill several enemies for DP, then be retreated when the Skill Duration finishes for a full DP refund.</p> <p dir="ltr">Grani also has some support potential in Vanguard-heavy teams, as her <strong>Mounted Police</strong> Talent grants allied Vanguards evasion chance. However, the random proc rate means it shouldn't be relied on.</p> <p dir="ltr">Her defensive emphasis does not aid her role as a kill-recovery Vanguard, as they need to be able to kill enemies to have a noticeable impact. Thus, outside of tactical use of Skill 2, players may find her performance a bit lacking. But when used with the appropriate timing, Grani offers strategic utility that can be quite powerful in the hands of an experienced Doctor.</p> <p dir="ltr">For even more information on Grani, see our <a href="https://gamepress.gg/arknights/guide/arknights-new-operator-spotlight-grani-how-do-i-use-her-she-better-vigna">Operator Spotlight: Grani.</a></p> |
C |
Explanation
Summary<span style="color:green;">+ Trait: Gain +1 DP on kills<br> + Trait: Full DP refund on retreat<br> + Great ATK stat for early game<br> + cheap DP Cost</span><br> <span style="color:red;"> - 1-Block Vanguards can easily let enemies by when they come in waves<br> - A very weak Skill with a long cooldown<br></span>Overview<p dir="ltr"><em>“Nothing can hold me back.”</em></p> <p dir="ltr">Plume is a Vanguard hailing from Laterano that uses fierce determination to overcome her shortcomings. Coming from a hard-working and rigid background, she slowly works on honing her and her fellow Operators' skills. Plume specializes in <strong>DP-Recovery</strong> and <strong>DPS</strong>. She obtains <strong>1 DP on every kill</strong> and her <strong>DP Cost is refunded</strong> in full upon retreating.</p> <p dir="ltr">Her talent and skill both support her role as an offense-oriented vanguard. The <strong>Attack Increase</strong> talent improves her attack by a small amount, while her <strong>Swift Strike 𝛂</strong> skill further increases her attack and gives her additional attack speed. Relative to her cost, her ATK stat is quite high among vanguards, and at equal levels she rivals even some of the top rarity operators in her class.</p> <p dir="ltr">Unfortunately, she cannot be upgraded to Elite 2, which means her stats will be lower than her higher rarity counterparts late game. Additionally, Plume's low HP, and her skill’s high SP cost dampen her offensive potential. On the whole she is a low cost operator who can provide DPS in the first stages of a mission, while recovering some DP for deploying other units.</p> |
Vanguard Flagbearer / Standard Bearer
S+ |
Explanation
Summary<span style="color:green;">+ Talent: Lowers Sniper deployment cost and increases their ASPD<br> + Great for team compositions that use multiple Sniper operators<br> + Good when combined with Myrtle to really speed up deployment<br> + S2: Slows enemies significantly, reduces their DEF and removes stealth. A great counter to Wraith enemy types<br></span> <span style="color:red;">- Can be expensive to deploy first compared to myrtle without increased potential.</span>Overview<p><span><span><span><span><span><span>Fangirls (and fanboys) rejoice: a new husbando has arrived! Elysium’s specialty is Originium Arts related to sound, which has given him a special niche as a communicator of messages during secret operations. He also hates to see his comrades squabble and goes out of his way to facilitate good team relations, which might be why he’s so good at his job as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Utility Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span> who can both </span></span></span></span></span></span><span><span><span><strong><span><span>generate DP</span></span></strong></span></span></span><span><span><span><span><span><span> and </span></span></span></span></span></span><span><span><span><strong><span><span>support his team</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>When Elysium hits the field, he paves the way for Snipers to join the fray. His Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Sniper Support</span></span></strong></span></span></span><span><span><span><span><span><span>, reduces the DP cost of Sniper Operators as long as he is deployed, and it also causes all deployed Snipers to gain attack speed while one of Elysium’s Skills is active. Elysium himself cannot attack while his Skills are active (like other Utility Vanguards), but his Skills are so strong that he doesn’t need to. First is </span></span></span></span></span></span><span><span><span><strong><span><span>Support γ</span></span></strong></span></span></span><span><span><span><span><span><span>, which is one of the most efficient DP-generating Skills in the game. If you just need Elysium to generate DP, this is definitely the Skill to use. However, </span></span></span></span></span></span><span><span><span><strong><span><span>Monitor</span></span></strong></span></span></span><span><span><span><span><span><span> (his Skill 2) is also quite effective at generating DP, with the added bonus of “locking on” to nearby enemies—reducing their movement speed, decreasing their DEF, and removing any stealth effects they have. This is one of the few ways to counter enemies with stealth effects, and it also lasts longer than </span></span></span></span></span></span><span><span><span><strong><span><span>Support γ</span></span></strong></span></span></span><span><span><span><span><span><span>, which means a longer duration of </span></span></span></span></span></span><span><span><span><strong><span><span>Sniper Support</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As a Utility Vanguard, Elysium is no great shakes at combat, having mediocre stats, Block-1, and slower attack speed than other types of Vanguards. In most cases, however, he’s strong enough to survive the first wave of enemies in a battle, which gives him time to do the job of a Utility Vanguard: quickly generate DP so other units can hit the field. At that point, many Vanguards would retreat to free up a spot for a stronger unit, but the debuffs from </span></span></span></span></span></span><span><span><span><strong><span><span>Monitor</span></span></strong></span></span></span><span><span><span><span><span><span> are powerful enough to make keeping Elysium on the field in a support capacity a viable strategy in some situations. </span></span></span></span></span></span></p>
Explanation
Summary<span style="color:green;">+ A Standard Bearer Vanguard with a mix of offensive and defensive abilities<br> + Talent: passively buffs the ASPD of allies and debuffs the ASPD of enemies near her flag<br> + Talent 2: Reduces the DP Cost by 2 of the unit deployed after her<br> + S1: Same as Elysium: good DP recovery but no additional benefits<br> + S2: Like a stronger version of Myrtle's S2. It can be used with increased range, gives more DP, and provides a DEF boost on top of the healing. <br> + S3: The bread and butter skill for Saileach. It provides great mix of crowd control, damage and damage amplification. It has good cycle and uptime. <br></span> = S2: The tradeoff for better buffs is slightly lower duration and a higher SP cost. Rarely a reason to use it over S3.<br> <span style="color:red;">- Higher deployment costs without providing better DP generation than lower rarity options.<br> - S3: low DP gain for a Standard Bearer skill.</span>Overview<p><span><span><span><span><span><span>Saileach was the official Standard Bearer for the Victorian Guard of Honor during Victoria’s latest war. Friendly, beautiful, talented, and hardworking, it’s hard to remember that she didn’t actually have any combat training before she arrived at Rhodes Island! Saileach intends to take her experience from Rhodes Island back to Victoria to settle the death of an old friend, but in the meantime she’s become the first </span></span></span></span></span></span><span><span><span><strong><span><span>6* Standard Bearer Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span>, with </span></span></span></span></span></span><span><span><span><strong><span><span>high DP generation</span></span></strong></span></span></span><span><span><span><span><span><span> capabilities, </span></span></span></span></span></span><span><span><span><strong><span><span>defensive buffs</span></span></strong></span></span></span><span><span><span><span><span><span> for her allies, and </span></span></span></span></span></span><span><span><span><strong><span><span>various debuffs</span></span></strong></span></span></span><span><span><span><span><span><span> for her enemies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Standard Bearer Vanguards are renowned for their DP generation capabilities, and Saileach is no slouch in this regard. Her E2 Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Spiritual Exchange</span></span></strong></span></span></span><span><span><span><span><span><span>, puts an interesting twist on this: it reduces the DP cost of the next Operator you deploy after Saileach by 2 DP. While this doesn’t specifically give you DP, it can make placing an expensive unit earlier in a fight an easier prospect. Her S1 is the Standard Bearer standby: </span></span></span></span></span></span><span><span><span><strong><span><span>Support γ</span></span></strong></span></span></span><span><span><span><span><span><span>, which gives her tremendous capacity for DP generation.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Most of Saileach’s kit isn’t about DP, however. It’s about her colossal Victorian flag! Her E1 Talent—</span></span></span></span></span></span><span><span><span><strong><span><span>Unwavering Banner</span></span></strong></span></span></span><span><span><span><span><span><span>—projects an aura in the eight spaces around her flag that increases allied ASPD and reduces enemy ASPD. Saileach holds the flag herself by default, but with her S2—</span></span></span></span></span></span><span><span><span><strong><span><span>Inheritance of Faith</span></span></strong></span></span></span><span><span><span><span><span><span>—Saileach throws her flag to the lowest-HP ally within two grids of her and begins generating DP for the Skill duration. The ally holding the flag gains a DEF buff and is constantly healed, as well as being the new center of the </span></span></span></span></span></span><span><span><span><strong><span><span>Unwavering Banner</span></span></strong></span></span></span><span><span><span><span><span><span> aura. In contrast, Saileach’s S3—</span></span></span></span></span></span><span><span><span><strong><span><span>Glorious Banner</span></span></strong></span></span></span><span><span><span><span><span><span>—generates DP instantly and hurls the flag at an enemy (or keeps it herself if no enemies are in range). The flag inflicts Physical damage and a Stun when it lands, after which it generates a Slow and Fragile effect that debilitates nearby enemies for the Skill duration (in addition to the </span></span></span></span></span></span><span><span><span><strong><span><span>Unwavering Banner</span></span></strong></span></span></span><span><span><span><span><span><span> aura).</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Saileach is an excellent Operator who generates buckets of DP and brings lots of useful utility with both her buffs and debuffs. Her major stumbling block comes from an unexpected place: her rarity. Saileach has near-identical DP generation capabilities as lower-rarity members of her archetype, yet she costs more DP to deploy, is more expensive to raise, and is less accessible in the gacha.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>This leaves Saileach in an awkward place. While her buffs and debuffs are very useful, they’re often not necessary outside of “max-risk CC”-type situations. For Doctors who already have the lower rarity Operators built, she may not bring enough to the table to be worth the investment. But for other Doctors, she can cover their DP needs while also providing tactical utility in pretty much any situation. Considering that Saileach is based on the many-headed mythical</span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/Lernaean_Hydra"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>hydra</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>, perhaps it’s inevitable that her involvement in Arknights would have so many faces to it!</span></span></span></span></span></span></p> |
S- |
Explanation
Summary<span style="color:green;">+ When deployed, Vanguard operators recover 25 HP/sec<br> + One of the best DP generators in the game <br> + Her Archetype is almost necessary to challenge the more difficult -75% cost recovery maps<br> + Strong healing both passive and with s2</span><br> = Reduce block count to 0 when using skills<br> <span style="color:red;">- Doesn't attack when using Skills.<br> - Not great at holding back enemies.</span>Overview<p><em> I may be small, but I'm tough! ...It's true!</em></p> <p><span><span><span><span><span><span>Underestimating this flag-bearing, apple-wielding Durin because of her diminutive stature would be a </span></span></span></span></span></span><span><span><span><span><em><span>huge</span></em></span></span></span></span><span><span><span><span><span><span> mistake! On the battlefield, Myrtle is a 4★ Operator who fills the niche of a </span></span></span></span></span></span><span><span><span><strong><span><span>Skill-DP-Recovery </span></span></strong></span></span></span><span><span><span><span><span><span>and </span></span></span></span></span></span><span><span><span><strong><span><span>Healing</span></span></strong></span></span></span><span><span><span><span><span><span> Vanguard.</span></span></span></span></span></span><br /> <br /> <span><span><span><span><span><span>Myrtle’s greatest strength lies in the speed and efficiency of her DP recovery. Myrtle is the ultimate DP generating Vanguard, bringing in so much DP that she puts even 6*-rarity Operators to shame, even though her own DP cost is comparable to lower-rarity Operators. Myrtle’s first Skill, </span></span></span></span></span></span><span><span><span><strong><span><span>Support 𝝱</span></span></strong></span></span></span><span><span><span><span><span><span>,</span></span></span></span></span></span><span><span><span><strong><span><span> </span></span></strong></span></span></span><span><span><span><span><span><span>is an incredibly fast and efficient DP-Recovery Skill. <strong>Healing </strong></span></span></span></span></span></span><span><span><span><strong><span><span>Wings,</span></span></strong></span></span></span><span><span><span><span><span><span> her second Skill, although still a great DP recovery Skill, gives up a bit of efficacy in order to heal a nearby ally. When deployed, Myrtle’s </span></span></span></span></span></span><span><span><span><strong><span><span>Glistening</span></span></strong></span></span></span><span><span><span><span><span><span> Talent slowly recovers the HP of all Vanguards on the map. This can be useful on stages with difficult starting phases or in Vanguard-heavy teams. Between her Talent and second Skill, Myrtle can sometimes function as a low-cost healer. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The drawback of all this utility and efficacy is that when the player activates her Skills, Myrtle stops attacking and blocking. Combined with Myrtle’s low HP and Defense, she is not great at holding back enemies. While her not-blocking can at times help to keep her alive, her positioning and Skill activation must be considered carefully. </span></span></span></span></span></span></p> <p><span><span><span><span><span><span>When utilized properly, this little Durin can have a huge impact, and her best-in-class DP Recovery will earn her a spot on many teams when tackling tough content, or any time early Deploy speed is important. Do not let her rarity or her size fool you: Myrtle is a </span></span></span></span></span></span><span><span><span><span><em><span>beast </span></em></span></span></span></span><span><span><span><span><span><span>on the battlefield!</span></span></span></span></span></span></p> |
Vanguard Skill-DP / Pioneer
S |
Explanation
Summary<span style="color:green;">+ Powerful Pioneer Vanguard with a great mix of survivability and damage.<br> + Passive dodge chance boosts her survivability against all kinds of opponents.<br> + Talent: Transforms dodges into more powerful strikes.<br> + S2: Provides high physical dodge to all Operators within range.<br> + S3: One of the highest dodge rates in the game from a single Operator. Has very quick cycling and strong burst damage.<br></span> <span style="color:red;">- Heavy diminishing returns on stacking dodge chances.<br> - Reliance on dodge makes her kit very RNG-centric. Gets overwhelmed really easily if she doesn't dodge.<br> - S2: Somewhat worse DP generation than other Vanguards in her archetype.<br> - S3: Extremely quick cycling and short duration leaves her wide open against enemies that won't die from a single usage.</span>Overview<p><span><span><span><span><span><span>Flametail’s embarrassed smile hides a heart full of pain. As an Infected Knight of Kazimierz, Flametail was jeeringly placed in an exhibition tournament where she had to fight and kill other Infected, and the experience understandably traumatized her. Determined to protect others like her, Flametail started the Pinus Sylvestris suborganization within Rhodes Island and returned to Kazimierz to rescue other Infected Knights, enacting a daring plan that left the leadership of Kazimierz stunned and unable to retaliate. All in a day’s work for Flametail, the </span></span></span></span></span></span><span><span><span><strong><span><span>6* Pioneer Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span> specializing in </span></span></span></span></span></span><span><span><span><strong><span><span>Dodging</span></span></strong></span></span></span><span><span><span><span><span><span>, </span></span></span></span></span></span><span><span><span><strong><span><span>hitting multiple enemies</span></span></strong></span></span></span><span><span><span><span><span><span> with one swing, and </span></span></span></span></span></span><span><span><span><strong><span><span>rapid-fire DP generation</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Flametail focuses on Dodging to an extent not seen with previous Operators. This led to a mixed reception upon release: Dodge buffs give diminishing returns when stacked, so it was unclear how reliable her kit was going to be. It turns out that Flametail can be </span></span></span></span></span></span><span><span><span><span><em><span>very </span></em></span></span></span></span><span><span><span><span><span><span>evasive and output high damage (for a Vanguard) while doing so. In fact, she can be surprisingly reliable, but it helps if you understand how her kit works together… as well as the ways it </span></span></span></span></span></span><span><span><span><span><em><span>doesn’t</span></em></span></span></span></span><span><span><span><span><span><span> work so well.</span></span></span></span></span></span></p> <ul> <li><span><span><span><strong><span><span>E1 Talent, Vanguard Swordsmanship</span></span></strong></span></span></span><span><span><span><span><span><span>—At E1, Flametail’s next attack hits twice after she Dodges. At E2, the buffed attack also hits multiple enemies equal to Flametail’s Block count. However, the buff doesn’t stack if she Dodges multiple times within a single attack interval.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>E2 Talent, Pinus Sylvestris Leader</span></span></strong></span></span></span><span><span><span><span><span><span>—Grants Physical Dodge to all Kazimierz Operators while Flametail is on the field. Simple and useful.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>S1, Quick Intuition</span></span></strong></span></span></span><span><span><span><span><span><span>—Automatic Skill that generates a (very) small amount of DP and allows Flametail to automatically Dodge the next physical attack. However, the Skill has low DP generation and it does not stack multiple Dodges.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>S2, Pinus Sylvestris</span></span></strong></span></span></span><span><span><span><span><span><span>—Generates DP and inflicts Physical damage + Stun on multiple nearby enemies. Afterwards, gives nearby allies a Physical Dodge buff for several seconds. However, the Stun and the buff both have a short duration, and the buff is too low to be especially useful in most situations.</span></span></span></span></span></span></li> <li><span><span><span><strong><span><span>S3, Flameheart</span></span></strong></span></span></span><span><span><span><span><span><span>—Generates DP and grants Flametail faster ASPD, increased ATK, Block Count +1, and a massive Physical/ Arts Dodge buff. (Block Count +1 is particularly nice with the E2 version of </span></span></span></span></span></span><span><span><span><strong><span><span>Vanguard Swordsmanship</span></span></strong></span></span></span><span><span><span><span><span><span>.) The Dodge chance is so high that Flametail is quite safe for the Skill duration, and the cycle time on the Skill is great. However, it also suffers from a </span></span></span></span></span></span><span><span><span><span><em><span>very</span></em></span></span></span></span><span><span><span><span><span><span> brief duration.</span></span></span></span></span></span></li> </ul> <p><span><span><span><span><span><span>The combination of low SP cost and short duration on </span></span></span></span></span></span><span><span><span><strong><span><span>Flameheart </span></span></strong></span></span></span><span><span><span><span><span><span>makes it a good Skill for quick bursts of power, handily countering intermittent waves of mid-tier enemies. With a little luck, </span></span></span></span></span></span><span><span><span><strong><span><span>Flameheart </span></span></strong></span></span></span><span><span><span><span><span><span>can even be used to punch way above Flametail’s weight class—the high Dodge chance and great interplay with </span></span></span></span></span></span><span><span><span><strong><span><span>Vanguard Swordsmanship</span></span></strong></span></span></span><span><span><span><span><span><span> can create impressive results.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>If you’re looking for pure DP generation or long-term survivability, Flametail is unlikely to be the best choice for the job. Too many other Operators and archetypes are stronger in those specific roles. Flametail’s value comes from being able to practically ignore damage (unless she gets very unlucky) and retaliate with rapidfire double attacks from </span></span></span></span></span></span><span><span><span><strong><span><span>Vanguard Swordsmanship</span></span></strong></span></span></span><span><span><span><span><span><span>, all while generating a decent amount of DP. When you need a knight in shining armor who can hold the line early in a map, Flametail’s combination of short-term evasion and bursty wave-clear might help you save the day.</span></span></span></span></span></span></p> <p> </p> |
S- |
Explanation
Summary<span style="color:green;">+ A strong 2 block Skill DP Vanguard that can deal big bursts of damage while generating DP.<br> + Talents: Gains Physical Evade and HP regeneration at low HP once per battle. Enemies dealt lethal damage by Saga gain Crippled status and can be killed by allies to gain SP.<br> + Great when buffed as she has strong damage multiplier with her spammable skills.<br> + S2: The bread and butter skill for Saga, it deals high damage in a cross shaped area around her and grants some DP. It can hold up to 3 charges and executes enemies that are crippled giving her some SP back when it kills them. Great when facing large waves of enemies to really spam it.<br> + S3: A good balanced skill that can finish off enemies quickly once they go below 50% HP. She won't deal the most damage for a Vanguard or generate the most DP but she will be quite strong in both areas and have enough ATK to hurt tougher opponents.<br></span> = If you place Saga close to an exit then fast moving enemies like wolves can still exit in crippled form.<br> <span style="color:red;">- S3: Poor skill uptime</span>Overview<p><span><span><span><span><span><span>Saga is a cheerful, simple-minded monk who has spent most of her life living in a remote monastery. By a bizarre accident of fate, when this happy-go-lucky monk finally left her home, she got lost in a magical painting created by Dusk for ten years. When she finally found her way out, she met Operators Lava and Kroos and ended up signing on with Rhodes Island because of them. Now she wields her naginata and her relentlessly optimistic nature as a </span></span></span></span></span></span><span><span><span><strong><span><span>6* Skill-DP-Recovery Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span> who </span></span></span></span></span></span><span><span><span><strong><span><span>generates DP</span></span></strong></span></span></span><span><span><span><span><span><span> for the Doctor and </span></span></span></span></span></span><span><span><span><strong><span><span>transforms enemies into SP batteries</span></span></strong></span></span></span><span><span><span><span><span><span> for her allies.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Although Saga is not a new archetype, her mechanics are so odd that she might as well be. Saga’s Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Preaching</span></span></strong></span></span></span><span><span><span><span><span><span>, has a very strange effect: it </span></span></span></span></span></span><span><span><span><span><em><span>prevents Saga from killing enemies</span></em></span></span></span></span><span><span><span><span><span><span>. When she would kill an enemy, she instead reduces it to 1 HP and inflicts the Critically Wounded ailment. This reduces the victim’s movement speed, prevents it from being blocked, and kills the target several seconds later. What’s the point, you might ask? Well, if an ally kills the Wounded target before the ailment does, then that ally gains SP! Saga doesn’t kill enemies by herself; she uses them as SP delivery packages for her allies instead.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>That being said, if you do need Saga to kill an enemy herself, look no further than her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>Cleansing Evil</span></span></strong></span></span></span><span><span><span><span><span><span>. This Skill strikes in a cross shape, dealing physical damage to multiple enemies within range and executing any that are Wounded. And it immediately generates DP to boot! If you don’t mind sacrificing some DP generation and Saga’s ability to execute her own Wounded targets, though, then the </span></span></span></span></span></span><span><span><span><strong><span><span>Fierce Glare</span></span></strong></span></span></span><span><span><span><span><span><span> Skill might be even better. This Skill increases Saga’s ATK and attack range, allows her to attack enemies equal to her Block count (so 2 at base), and gives her an extra attack when hitting an enemy below half health. </span></span></span></span></span></span><span><span><span><strong><span><span>Fierce Glare</span></span></strong></span></span></span><span><span><span><span><span><span> is perfect for Wounding multiple enemies in a short time and sending them off to your allies to fuel their Skills.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Being an SP battery gives Saga a rare and potent niche among Vanguards. But be careful when using her: Saga’s S2 and S3 are a bit slow to generate DP, and </span></span></span></span></span></span><span><span><span><strong><span><span>Preaching</span></span></strong></span></span></span><span><span><span><span><span><span> can backfire on you (do not, for example, place Saga directly in front of your base with no space behind her, or the Crippled enemies may escape before you can kill them). It can also be very annoying if the wrong ally starts executing Wounded units and stealing the SP from the Operator you’re trying to fuel.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Considering she’s such a simple-minded person, it’s a surprise that Saga’s kit is so complex (just like her many flowery speeches!) If you’re able to tailor your strategies and positioning around her tunnel vision, however, then Saga hits the battlefield as a ferocious fighter, a helpful DP generator, and a skillful team enabler all in one sleek, vicious, terrifyingly cheerful package. </span></span></span></span></span></span></p> <p> </p> |
A+ |
Explanation
Summary<span style="color:green;">+ Very good damage output<br> + Good source of early DP makes her great for maps with fast start requirements<br> + AOE Arts damage and crowd control with her S2 is very useful<br> + Talent Increases your DP by 2 at the start of battle<br></span> <span style="color:red;">- Dies fairly easily vs stronger enemies</span>Overview<p dir="ltr"><em>"We are the couriers of Life and Death."</em></p> <p dir="ltr">In contrast to her many "Texas, can you do it?" memes, the Lupus Operator hides a quiet affectionate side behind her killer competence. As the <strong>Vanguard</strong> for Penguin Logistics, Texas specializes in <strong>AoE Crowd Control</strong> (CC) and <strong>Deployment Point (DP) Recovery</strong>. </p> <p dir="ltr">Although she can act as a standard DP-recovery vanguard equipping <strong>Charge γ</strong>, Texas is more commonly used for her unique skill, <strong>Sword Rain</strong>. This skill provides a large AoE guaranteed stun on command that deals Arts damage while granting DP. Her Talent that provides extra DP at the start of the map can also be a great tool for tough content that requires fast starts.</p> <p dir="ltr">Texas's Crowd Control provides flexible utility to the team, from buying precious time against tougher enemies or preventing Wraiths from slipping past. The Arts Damage will make sure to hit enemies high in DEF, while the stun provides more time for allies to attack. However, using Sword Rain requires careful timing. Outside of ideal situations where both its effects are needed, Sword Rain's Cooldown has an opportunity cost that can prove fatal if mistimed. Additionally, her defensive stats are a bit lower for Vanguards in her class, requiring careful skill usage and healing to stay alive. Despite these downsides, the value of Crowd Control cannot be understated, making Texas a strong pick for a variety of stages.</p>
Explanation
Summary<span style="color:green;">+ E2 Talent: Recover 1 SP when enemies die adjacent<br> + Good stats all around<br> + Strong AOE physical damage with S2<br> + Talent: Buffs all Vanguards<br></span> <span style="color:red;">- S3 provides stun and decent single target damage but no DP gain.<br> - S2 doesn't generate DP if she isn't hitting enemies</span>Overview<p dir="ltr"><em>“Your false bravado will do nothing to stop my assault.”</em></p> <p dir="ltr">Verna, codenamed 'Siege', leader of the Glasgow (a squad of former street punks), has a fierce and reckless battle style. Her natural command, courage, and composure have made her one of the most sought-after Vanguards at Rhodes Island. Siege is a well rounded <strong>DP-Recovery</strong> and <strong>DPS Vanguard</strong> that can <strong>block 2 enemies</strong>. </p> <p dir="ltr">Fitting of a leader, Siege sports a synergistic kit providing offense, defense and support. Her <strong>King of Beasts</strong> talent buffs all other Vanguards' Attack and Defense by up to 10%, making her great for starting strong and in battles with multiple Vanguards. Her second talent <strong>Crushing</strong> gives one SP for each enemy that dies adjacent to Siege, a potentially powerful tool for ramping up DP gain with her first two skills.</p> <p dir="ltr">Siege has two forms of DP-Recovery. <strong>Charge 𝝲</strong> is the standard passive DP-Recovery Skill that provides DP over time. Her second Skill, however, is what makes Siege stand out as the Leader of the Vanguard Pack. <strong>Aerial Hammer</strong> deals huge physical AoE damage to adjacent enemies and instantly provides 3 DP. With 3 charges at max level, a very low SP cost, and supercharged by her Talent, this is the core of Siege's DPS and DP-Recovery engine and is her most commonly used Skill.</p> <p dir="ltr">Her 3rd Skill, <strong>Skull Crusher,</strong> takes the VAN out of Vanguard, and turns Siege into a Guard with a damage buff and a stun, at the cost of an increased Attack Interval. Although it allows her to fare much better against strong enemies, there is <strong>no DP Recovery</strong> with this Skill, which is generally what Vanguards are relied on to provide.</p> <p dir="ltr">Siege’s very high HP and Defense stats make her one of the most durable Vanguards, but this also contributes to one of her biggest weaknesses: she has a much higher deployment cost relative to lower rarity operators who fill a similar role. Once deployed, however, Siege is a complete-package Vanguard that provides high DP-Recovery, strong AoE damage, and excellent defense, which will be well worth her higher DP cost. This lion will roar on any battlefield.</p> |
A- |
Explanation
Summary<span style="color:green;">+ Buffs other Vanguards with S2 to increase ATK and DEF and give them +1 DP on kill<br> + Tanky Vanguard. Can double as a light tank<br> + E2 Talent: reduces the DP cost of all Vanguards on the team by 1<br></span> <span style="color:red;"> - While her S2 buff is strong, it has a short duration with a long CD<br> - Not very fast at killing mobs when buff is down</span>Overview<p dir="ltr"><strong>Name in Cyrillic:</strong> Зима</p> <p dir="ltr"><strong>Meaning of name in Russian: </strong>Winter</p> <p dir="ltr"><em>“So? Whose ass are we kicking next? Anyone with a death wish left out there? Come out and I'll oblige you!”</em></p> <p>“General Zima,” hailing from Chernobog, is the leader of the Ursus Student Self-Governing Group at Rhodes Island. Zima is a 5★ <strong>Skill-DP-Recovery</strong> Vanguard that specializes in <strong>Supporting</strong> her Vanguard teammates.</p> <p>Zima is at her best when she has good Vanguard teammates to make even better. Her Talent <strong>Spearheader</strong>, at Elite 2, reduces the DP cost of all other Vanguards on the team, and her Skill 2: <strong>Ursus’s Roar</strong> gains DP and increases the ATK and DEF of all other Vanguards. This turns Vanguards who are already powerhouses, like Vigna or Siege, into terrifying juggernauts. On top of the stat gain, Skill 2 also gives all Vanguards additional DP-on-kill, creating an opportunity for some serious DP gain.</p> <p>Skill 2 also buffs Zima herself, turning her into one of the tankiest Vanguards due to her good Defense stat. She pays for good Defense with bad Attack, however, and when her Skill 2 is not active, she may lag behind other Vanguards in the slaughter department. The Skill duration is also rather short, so it must be timed appropriately for the best effect, and the relatively long cooldown may limit repeat uses for this edgy Vanguard. </p> <p>Despite her hard attitude and exterior, Zima has a soft-side when it comes to supporting her friends. Put her in the right place with the right team, and she’ll show how far an enemy’s ass can be kicked.</p> |
B+ |
Explanation
Summary<span style="color:green;">+ Talent: When deployed, all 1* operators' Redeployment Time -75%. Additionally, for every 1* deployed, self ATK and DEF increased.<br> + S2: Decent AOE burst that lowers enemy RES and can be used shortly after deployment<br> + Some decent synergy with the new 1* Operator Thermal-EX so he can do more on-deploy AOE damage and [Fragile] debuting.<br></span> <span style="color:red;">- 1* Operators are extremely situational, even with Chiave's Talent they are hard to justify bringing to more difficult maps.<br> - S2 has a fairly long CD after its initial use and it is awkward to save the skill for difficult enemies as its tied to his ability to generate DP for the team</span>Overview<p><span><span><span><span><em><span>“There’s a saying from Yen that goes: ‘Seize the moment’. Heh, this is very suitable for me. Future? Let Aosta think about this kind of thing.”</span></em></span></span></span></span></p> <p><span><span><span><span><span><span>From his time spent tinkering as an employee in a Siracusa garage, Chiave has learned a lot about robotics and how to modify technology. From his time as a three-way gang leader with fellow Operators Broca and Aosta, Chiave has learned… well, not much, to be honest. Other than dreaming up crazy new ideas for new kinds of machines, Chiave prefers to think as little as possible, charging forward into the future with relish and abandon. Now part of Rhodes Island, it’s no surprise that this wild-mannered mechanic works as a </span></span></span></span></span></span><span><span><span><strong><span><span>5* Skill-DP-Recovery Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span>—the first person running into every fight—who </span></span></span></span></span></span><span><span><span><strong><span><span>synergizes with the 1* Robot Operators</span></span></strong></span></span></span><span><span><span><span><span><span> of the organization.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>The secret to Chiave’s success is that he never works alone. His Talent, </span></span></span></span></span></span><span><span><span><strong><span><span>Technical Expertise</span></span></strong></span></span></span><span><span><span><span><span><span>, gives him a sizable ATK and DEF boost for every 1* Operator currently deployed on the field and dramatically reduces their redeployment time. A lot of the value in the 1* Robots is the effects they have when deployed (Lancet-2’s healing, Castle-3’s buff, etc.) These effects are typically limited by a very long redeployment time, but with Chiave around, they become much more usable.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>This is not to say that Chiave is incapable of fighting on his own—far from it. He has good ATK for a Skill-DP-Recovery Vanguard and the typical DP-generating </span></span></span></span></span></span><span><span><span><strong><span><span>Charge γ</span></span></strong></span></span></span><span><span><span><span><span><span> for his Skill 1. His Skill 2, </span></span></span></span></span></span><span><span><span><strong><span><span>Blazing Wire Stripper</span></span></strong></span></span></span><span><span><span><span><span><span>, is an AoE explosion that deals Arts damage, reduces the RES of its targets, and instantly generates DP for the team. </span></span></span></span></span></span><span><span><span><strong><span><span>Charge γ </span></span></strong><span><span><span>is more efficient for rapid DP gain, but </span></span></span><strong><span><span>Blazing Wire Stripper</span></span></strong><span><span><span> applies a valuable RES debuff and has some decent damage potential, especially with the ATK buff Chiave can receive from </span></span></span><strong><span><span>Technical Expertise</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p dir="ltr"><span><span><span><span><span><span>If you’re not a big fan of the Robot Operators in Arknights, there's little reason to choose Chiave over other Vanguards. If you </span></span></span></span></span></span><span><span><span><span><em><span>do</span></em></span></span></span></span><span><span><span><span><span><span> like Rhodes Island’s Robots, however, then Chiave suddenly becomes much more attractive. Robots don’t take up deployment slots, so Chiave’s Talent is easy to utilize and the benefits can be quite large. Spam Castle-3’s melee Operator buff! Rain Thermal-EX’s explosions across the field! Dream big—that’s Chiave’s motto!</span></span></span></span></span></span></p> <h3 dir="ltr"><span><span><span><span><span><span>More GIFs and Art</span></span></span></span></span></span></h3> <p dir="ltr"><span><span><span><span><span><span>See <a href="https://gamepress.gg/arknights/news/arknights-cn-new-operator-announcement-chiave-talent-skills-art-gifs">this page.</a></span></span></span></span></span></span></p> |
B |
Explanation
Summary<span style="color:green;">+ S2 and Talent: When fully online, Poncirus has some impressive stats for a 5★ Vanguard.<br> + S2: DP generation is front-loaded to the skill rather than over the duration which gives her a decent initial burst.<br></span> <span style="color:red;">- S2: Overall DP generation is fairly low and is worse than Charge β, the default 4★ Vanguard S1. It takes 70 seconds minimum to reach the infinite duration stage, an eternity for a Vanguard.<br> - Although her stats are decent, she is a very high investment to get there.<br> - Pioneer Vanguards have a tough time finding use compared to Flagbearers and Agents.<br></span>Overview<p dir="ltr"><strong>Credits: </strong> Jetroyz, Satsuma</p> <p> </p> <p>"Are you the Doctor that Miss Ceylon mentioned? I'm Poncirus. Thank you for your willingness to provide treatment to us workers. This code name? It's a fruit whose skin color is similar to mine. Workers like to squeeze its juice into wine."</p> <p>------------------------------------------------</p> <p>"Welcome to New Siesta, this is a brand new nomadix city. Please show your pass—"</p> <p>"Pass, access permit? I'll look for it... Can you see if this works?"</p> <p>"College diploma from Columbia? It's not..."</p> <p>"Please let me in, I have been running all over Terra for no reason—"</p> <p>"Oh, please don't get me wrong, Siesta welcomes every guest. You only need to submit an entry application on the terminal, and you will receive an electronic pass in no time."</p> <p>"Let me see... like this?"</p> <p>"That's right, let me confirm your pass number... 99091301000? My god, you are very lucky to be the 1,000th passenger who came to Siesta today."</p> <p>"The 1000th place? Will there be any small souvenirs? Is my luck so good?"</p> <p>"Oh, please don't misunderstand... According to the entry management requirements, a comprehensive random inspection is required for every 1,000 inbound passengers."</p> <p>"Full, comprehensive random inspection?"</p> <p>"Please cooperate with our work. We need to check your belongings and basic physical condition. If you do not meet the entry standards, we have no choice but to ask you to return the same way."</p> <p>"Ah—don't—"</p> <p>------------------------------------------------</p> <p><strong>Illustrator:</strong> <a href="https://weibo.com/n/-NOCO-">NOCO</a></p> <p><strong>CV:</strong> <a href="https://myanimelist.net/people/56917/Kanna_Nakamura">Kanna Nakamura</a></p> <p>------------------------------------------------</p> <h3>Talents and Skills</h3> <p dir="ltr"><strong>Rarity:</strong> 5★</p> <p dir="ltr"><strong>Archetype</strong>: <a href="https://gamepress.gg/arknights/tools/interactive-operator-list#tags=Skill-DP-/-Pioneer##null##cn##stats">Vanguard [Skill-DP / Pioneer]</a></p> <p><strong>Trait:</strong> Blocks 2 enemies</p> <p><strong>Talent:</strong> After being deployed for a certain duration, increase Max HP</p> <p><strong>Skill 1:</strong> When skill is activated, gain a certain amount of DP</p> <p><strong>Skill 2:</strong> When skill is activated, gain a certain amount of DP. Within the skill duration, increase ATK and DE.F On the 2nd cast and onwards, periodically gain 1 DP and duration becomes infinite.</p>
Explanation
Summary<span style="color:green;"> + Can be considered a direct upgrade to Vanilla<br> + Can reach high enough ATK to clear beginner mobs easily<br></span> = Offensive oriented<br> = Talent requires proper placement<br> <span style="color:red;"> - Very squishy and will take a lot of levels to keep her from dying in later difficulties<br> - A good choice for early-mid game but hard to justify the resources to bring her to late-game<br></span>Overview<p dir="ltr"><em>“I'm Scavenger, I deal in dirty work. I won't complain as long as you do like my last clients and pay me.”</em></p> <p dir="ltr">Exiled by her tribe for being infected, suffering from love lost, Scavenger is a loner both on and off the battlefield. She is a well balanced <strong>Skill-DP-Recovery</strong> and <strong>DPS </strong>Vanguard who excels when operating solo. Her <strong>Lone Wolf</strong> Talent is the key to her strategy, granting increased Defense and Attack when there are no directly adjacent allies.</p> <p dir="ltr">Stacking her Talent with her second Skill, <strong>Command - Attack</strong>, results in enough Attack power to put a dent in most things that dare to approach her. On the other hand, the increased Defense from Lone Wolf combined with her ability to block 2 enemies makes her surprisingly difficult for enemies to bypass for an offense-oriented Operator.</p> <p dir="ltr">Scavenger’s weaknesses are low HP and unimpressive stats if not operating as a Lone Wolf. Any time you cannot place Scavenger to activate her Talent, she’s going to underperform. However, her positioning requirement is fairly lenient (it’s even an advantage if there are AoE enemies on the field) so this isn’t as hard as it may sound. In most situations, Scavenger is a well-balanced, if lonely, 4★ Vanguard who punches above her rarity.</p>
Explanation
Summary<span style="color:green;">+ Defense-oriented, can double as a light tank with S2<br> + Easy to acquire through the friend credit store<br> + Can be considered a direct upgrade to Fang<br></span> <span style="color:red;">- Has trouble clearing mobs on his own without some serious levels<br> - A good choice for early-mid game but hard to justify the resources to bring him to late-game</span>Overview<p><em>“As the messenger of the Snow Realm, I'll definitely appear by your side when you need me.”</em></p> <p>Courier is a first-rate scout and messenger, always completing his assignments with a customer-service grin. He is a 4★ <strong>Skill-DP-Recovery</strong> Vanguard who specializes in <strong>DEF</strong>.</p> <p>Courier has two jobs that he performs well: generating DP for team Deployment, and staying alive against physical attackers. Both of his Skills generate DP, though Skill 1: <strong>Charge 𝝱</strong> is slightly more efficient. On the other hand, his Skill 2: <strong>Command - Defense</strong> provides an on-use increase in DEF, amplified by his Talent, <strong>Karlan Patrol</strong>, which increases his DEF further when blocking 2 or more enemies. These abilities make him one of the more durable choices for a Vanguard, delaying enemies and generating DP over time.</p> <p>However, Courier may need some help killing enemies. His low Attack and lack of an offensive steroid means he will often rely on teammates' DPS to keep from being overrun. Courier isn't a unit who can function alone. However, Arknights is about team performance, and as part of a team, Courier is a workhorse. His availability, survivability, and Skill efficiency (not to mention his cute smile!) has earned him a place in many players’ hearts.</p> |
C |
Explanation
Summary<span style="color:green;">+ A decent early game Vanguard with flexible Skill that can kill mobs fairly quickly<br> + Fairly cheap DP Cost</span><br> <span style="color:red;"> - Low DEF means she can die very easily<br> - Lowest DP-Recovery rate<br></span>Overview<p dir="ltr"><em>“This axe isn't just for show!”</em></p> <p dir="ltr">A hard worker with a serious attitude, Vanilla has a softer side that reveals itself in her love for animals. She is an offensive <strong>Skill-DP-Recovery Vanguard</strong>. As her most unique feature, her <strong>Command - Reinforcement</strong> skill increases Attack and gains DP. This skill's manual trigger allows it to be saved for burst damage or used on Cooldown to maximize DP gain. The drawback of this flexibility is that the DP recovery efficiency is rather low.</p> <p dir="ltr">Vanilla’s biggest weakness is that her stats are, well… vanilla. There are better options for pure attack or defense purposes. Along with her rarity limiting her Elite status and combat stats, she also has very low base attack and defense stats relative to her rarity peers. Overall, Vanilla might be useful to Doctors in the early game when they need a flexible option, but she will likely be replaced after obtaining higher rarity or specialized Operators.</p>
Explanation
Summary<span style="color:green;">+ Reduce own DP cost by 1<br> + Great early game Vanguard that can take a few hits and not die<br> + can max Potential easily to get another -2 DP cost<br></span> <span style="color:red;">- Has a hard time killing anything but the lowest armored enemies<br></span>Overview<p dir="ltr"><em>“Everyone, follow me!”</em></p> <p dir="ltr">Fang is a responsible leader and an extremely fast runner, a considerable advantage for her team on any battlefield. Like all <strong>Skill-DP-Recovery Vanguards</strong>, she has the ability to block two enemies and recovers DP with a skill, in her case <strong>Charge 𝛂</strong>. As her Defense stat is higher than the other Vanguards of her rarity, she is the best defensive choice of the bunch. </p> <p dir="ltr">With her <strong>Lightweight</strong> talent reducing her already low DP cost, she is the cheapest of all Skill-Recovery Vanguards. This may make her worth considering for maps with extremely fast starts where a few DP at the beginning will make the difference.</p> <p dir="ltr">As a low rarity Operator, Fang’s biggest weakness is that she cannot be upgraded to Elite 2. This causes her to fall behind other operators at higher levels due to a lower stat cap and lack of additional utility. Overall, Fang is a solid defense-oriented Vanguard option for Doctors in the early game, though she will eventually be outclassed by her higher-rarity counterparts.</p> |
D+ |
Explanation
Summary<span style="color:green;">+ Fast Re-Deploy speed</span><br> <span style="color:red;">- no DP recovery!!<br> - Extremely weak attack and defense that doesn't scale.<br> - The Specialist Fast Re-Deploy Operators are much better.</span>Overview<p dir="ltr"><em>“Victory is the most welcome news.”</em></p> <p dir="ltr">As an Oni that prefers the dark and is rarely seen without her mask, the name Yato, or “Night Sword” suits this Rhodes Island Vanguard well. She is a low rarity <strong>Starter</strong> that can <strong>block 2 enemies</strong>.</p> <p dir="ltr">Yato has a very low DP cost in addition to the shortened redeployment time granted by her <strong>Fast Redeployment</strong> talent. Unlocking her potential will reduce these even further, making her an extremely cost efficient drop. But even off the battlefield, she can be a valuable asset in the Trading Post, as her RIIC skill is better than some higher rarity units.</p> <p dir="ltr">Yato’s main downside is her rarity, which means her low level cap will make her quickly fall behind other operators and that she cannot use special skills. Noticeably, Yato cannot recover DP like typical Vanguards. Thus, she functions more as a redeployable, low-cost Guard.</p> <p dir="ltr">Overall, Yato is a low-rarity, low-cost filler unit that can be rapidly deployed to stop enemies or used until better units are available, though she might find better use manning the Trading Post.</p> |
Vanguard Summoner / Tactician
S |
Explanation
Summary<span style="color:green;">+ Extremely strong "laneholder" style unit, rather than a typical Vanguard role.<br> + Talent 1: The fact the clone also copies the range of the base unit can result in tremendous reach.<br> + S3: Ranged clone effect is very powerful. DPS is strong if there are enough tiles and it will usually permanently bind multiple enemies in range. Melee clone effect will stunlock most enemies.<br> + S2: Ranged clone effect has very high peak DPS. If tile space is limited, it can have higher total damage than S3.<br></span> = DP generation is good for a Tactician, but poor compared to a Flagbearer.<br> <span style="color:red;">- S2: Melee clone effect is a weaker effective tank compared to S3 so long as the enemy is stunnable. Healing is less valuable given the clone can just be recycled.<br> - Reliance on clone targets and advanced play style favors older players who need her role the least. Newer players who would benefit more from her role will have a harder time effectively using her.<br> - Relatively expensive DP cost (even with her Talent) for a Vanguard, and a long initial activation. She has a lot of tough competition purely as a Vanguard.<br></span>Overview<p><span><span><span><em>“So you're saying I have the right to decide your schedule and itinerary? Which means, whatever I write in this memo book, Doctor, you've gotta do. Wowie! Too late for regrets now, heehee~”</em></span></span></span></p> <p><span><span><span>Muelsyse is the Ecological Section Director at Rhine Lab, which makes her one of the top ten elites in the Rhine Lab hierarchy and thus a Very Big Deal. Her partnering with Rhodes Island directly is a huge step, and potentially a dangerous one, as it ties Rhodes Island closer to Rhine Lab and the various shady dealings and risky experiments that seem to be expanding behind its closed doors. However, Muelsyse is such a potent asset to Rhodes Island’s forces that it might be worth it. She is the first <strong>6* Tactician Vanguard</strong>, and rather than summon a unique creature (like Beanstalk’s crab or Vigil’s wolves), she actually <strong>clones her allies</strong> to double their fighting power!</span></span></span></p> <p><span><span><span>As a Tactician Vanguard, Muelsyse is a ranged unit who places a Tactical Point down on a ground panel. Her Tactical Point uses her <strong>Pure Water is Life</strong> Talent to duplicate an undeployed ally as a Flowing Shape, which copies a varying percentage of the ally’s stats and has special properties depending on whether the cloned ally is melee or ranged. Melee Flowing Shapes will Steal stats from enemies when attacking them, and ranged Flowing Shapes create additional temporary copies of themselves after attacking a set number of times. Choosing what kind of ally to duplicate is very important, especially because it alters the effect of Muelsyse’s Skills.</span></span></span></p> <ul> <li><span><span><span>Muelsyse’s S2 and S3 have identical SP cost, initial SP, duration, and SP charge type. They also share two basic identical effects: both Skills immediately generate a small amount of DP, and both Skills grant Muelsyse and her Flowing Shapes an ATK buff for the duration.</span></span></span></li> <li><span><span><span>Her S2, <strong>Ecological Interaction</strong>, will grant a melee Flowing Shape passive HP regen and a Shelter effect for the duration. Meanwhile, a ranged Flowing Shape’s attacks will hit twice for the duration.</span></span></span></li> <li><span><span><span>Her S3, <strong>Superficial Regulation</strong>, causes a melee Flowing Shape to Pull enemies toward it and Stun all Blocked enemies for the duration. Meanwhile, a ranged Flowing Shape will be instantly restored to full HP and gain a Bind effect on its attacks for the duration.</span></span></span></li> </ul> <p><span><span><span>Her ability to clone her allies makes Muelsyse one of the most unique Operators in Arknights. At E2, her clones have almost the same stats as the original Operator (which can be enormous in the case of stat sticks like Juggernaut Defenders or Besieger Snipers), and the extra utility effects she can load them up with from her Skills can be incredibly effective. Imagine for a moment if Mudrock could Stun all enemies just by Blocking them or if you had five Rosas shooting at the same time and you’ll have an idea of the kind of havoc Muelsyse can bring to the table.</span></span></span></p> <p><span><span><span>But with great power comes great responsibility, or in this case, great limitations. Muelsyse depends heavily on having an established squad of good clone targets to function. Because her clones copy the chosen Operator’s stats, you have to have already leveled that Operator to make a good clone from them, and Muelsyse must be E2 or she won’t transfer over enough stats to function well. Her clones also copy stats like Block Count (so Duelist Defenders are still stuck with Block-1) and ASPD (so Artilleryman Snipers are still slow to attack), and the clone loses archetype traits such as Artilleryman AoE or Musha Guard self-healing. Obviously the clone also cannot replicate the original ally’s Skills or Talents either. Granted, Muelsyse covers for this with her powerful Skills, but it’s not as simple as looking at SilverAsh and saying, “He’s broken, so I’ll clone him!”</span></span></span></p> <p><span><span><span>For Doctors with a well-leveled, well-established roster of powerful Operators, Muelsyse is a multiplying force that enhances a crop of good Operators with additional options and enhanced strengths. She is also an Operator to watch out for as the game continues and new Operators are released—who knows what new Operator will become the new perfect cloning candidate and elevate Muelsyse to new heights of potency?</span></span></span></p> |
A+ |
Explanation
Summary<span style="color:green;">+ Great crowd control for a tactician vanguard<br> + Sleep is a rare status effect and she can apply it liberally<br> + S1: Great DP recovery for a tactician vanguard (but still poor for vanguards as a class). Great for healing up between rounds as the skill effect holds until her summon is attacked.<br> + S2: Great crowd control allowing you to chain sleep an enemy. Good synergy with other operators that can sleep or attack sleeping targets. Fast recharge with moderate DP recovery.<br></span> <span style="color:red;">- S1: Its attack buffs are not that impressive as hypnos has fairly weak base ATK.<br> - S2: The AOE of hypnos' sleep is very small and easy to miss if enemies are not right next to it. not effective against targets immune to sleep.<br></span>Overview<p><span><span><span><span><span><span>Blacknight is a bounty hunter who fights alongside a trained</span></span></span></span></span></span><a href="https://en.wikipedia.org/wiki/Baku_(mythology)"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>baku</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span>—sorry, a trained “Wasteland Long-snouted Slumberfoot.” She has a running challenge for her fellow Rhodes Island Operators: any Operator who challenges Blacknight and makes it through her trapped obstacle course without falling asleep will be allowed to take the Slumberfoot back to their dormitory for an excellent night’s sleep. But so far, nobody has been able to succeed. This is unsurprising, considering that Blacknight is a </span></span></span><strong><span><span>5* Tactician Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span> who specializes in </span></span></span></span></span></span><span><span><span><strong><span><span>inflicting Sleep</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Tactician Vanguards are ranged units who can place a summoned minion on a “tactical point” within their attack range. Blacknight’s minion is, of course, her Slumberfoot, who is both adorable and the focus of Blacknight’s Skills. Her S1, </span></span></span><strong><span><span>Drowsy</span></span></strong><span><span><span>, instantly generates DP and causes the Slumberfoot to fall asleep, rapidly regenerating HP. If it receives damage while asleep, the Slumberfoot wakes up in a foul mood, giving itself an ATK and ASPD boost for the next several seconds. In contrast, the </span></span></span><strong><span><span>Peaceful Slumber</span></span></strong><span><span><span> S2 inflicts Sleep on all ground enemies around the Slumberfoot and changes the Slumberfoot's attacks into Arts-based splash attacks that do bonus damage to Sleeping targets. </span></span></span><strong><span><span>Peaceful Slumber</span></span></strong><span><span><span> can hold multiple charges and generates a small amount of DP with each usage, making it a stunningly effective stalling Skill.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Blacknight is a monster when used alongside other Sleep-focused Operators. The spammable nature of </span></span></span></span></span></span><span><span><span><strong><span><span>Peaceful Slumber</span></span></strong></span></span></span><span><span><span><span><span><span> allows Blacknight to keep enemies stalled out in Sleep for a very long time, and if the rest of your squad can take advantage of this (i.e.,</span></span></span></span></span></span><a href="https://gamepress.gg/arknights/operator/blemishine"><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><span><span><span><span><span>Blemishine’s</span></span></span></span></span></span></span></span></a><span><span><span><span><span><span> ability to attack Sleeping foes), it can lead to an easy win. Even on her own merits, Blacknight is a versatile ally: she can attack at range, Block on the ground, switch between Physical and Arts damage, and stall enemies for several seconds without any assistance. Don’t bet against this Slumberfoot—the experience is likely to be nightmarish.</span></span></span></span></span></span></p> |
B+ |
Explanation
Summary<span style="color:green;">+ S3: Good DPS when everything manages to line up.<br> + S1: Decent DP generation and recovers his wolves which normally have a long recovery time.<br></span> <span style="color:red;">- Much lower return on expensive investment for upgrades than other 6★s.<br> - Mixed damage types greatly hurts his DPS against stronger enemies.<br> - Summon has bad stats and a longer redeploy than other Tacticians. The 3-block makes them very fragile as well.<br> - Wolves range is only their own tile, which contributes to their fragility.<br> - Kit has no utility beyond damage.<br> - S3: High initial SP required for activation is awful for a DPS skill, and triply awful for a Vanguard skill. Much of the DPS is reliant on his wolves, which have weak stats and are fragile.<br> - S2: Won't trigger if the previous charge isn't spent by his wolves, which have short range and poor stats.<br> - S1: Contributes no damage.<br> - Not worth investment costs for most players.<br></span>Overview<p><span><span><span>Vigil is one of the candidates for the mayor of Siracusa. He is put in contact with Rhodes Island by Texas on the grounds of seeking medical cooperation, which is about the only way Vigil could cooperate with Rhodes Island without starting a Siracusa-wide riot. Even with this politically neutral excuse, Vigil has suffered criticism and verbal abuse for the partnership. That hasn’t stopped him from actively assisting Rhodes Island as a <strong>welfare 6* Tactician Vanguard </strong>who places <strong>multiple summons</strong> on his Tactical Point and can <strong>ignore enemy DEF</strong>.</span></span></span></p> <p><span><span><span>The defining feature of Tactician Vanguards is the placement of their Tactical Point, which becomes a summoned creature that helps the Vanguard fight. Vigil’s summoned creature (from his <strong>Leader of the Wolf Pack </strong>Talent) is the Wolf Pack, which is a bit unique among Tactician Vanguards. He builds up to three “stacks” of his Wolf Pack, with each stack providing an extra attack and an extra Block Count for the overall unit. Tactician Vanguards also deal increased damage when attacking enemies blocked by their Tactical Point, and Vigil’s E2 <strong>Nature of the Wolf Pack</strong> Talent enhances this by causing Vigil and his Wolf Pack to ignore a portion of enemy DEF when targeting an enemy blocked by the Wolf Pack.</span></span></span></p> <p><span><span><span>Vigil’s Skills naturally interplay with his Wolf Pack in different ways. His S1, <strong>Call of the Leader</strong>, is an automatic Skill that generates DP and summons another wolf for the Pack (or restores the Pack to full HP if it is at max stacks). His S2, <strong>Boon of the Leader</strong>, is also an automatic Skill, but one focused on damage: it generates a small amount of DP and causes the Wolf Pack’s next attack to deal bonus damage and also heal the Pack. If the Pack defeats its target with this attack, extra DP is generated. (Be aware, however, that this Skill cannot activate until the Wolf Pack attacks to use up the charge, so it cannot generate DP unless there are enemies in range for the Pack to attack.) Finally there’s his manual S3, <strong>Dignity of the Leader</strong>, which generates DP during the duration and causes Vigil’s attacks to deal multiple hits. In addition, Vigil and his Wolf Pack will deal bonus Arts damage while attacking enemies that are blocked by the Wolf Pack during this Skill’s active period.</span></span></span></p> <p><span><span><span>On paper, this may sound like a pretty sweet deal. Multiple summoned attacks, extra Blockers, DEF ignore, and DP generation? What’s not to like?</span></span></span></p> <p><span><span><span>Unfortunately, Vigil’s kit suffers from extremely clunky mechanics and an overall lack of power. By far the biggest issue is how fragile the Wolf Pack is, even at max stacks. It’s very difficult to get value from the DEF ignore from <strong>Nature of the Wolf Pack</strong> or the Arts damage from <strong>Dignity of the Leader</strong> because the Wolf Pack isn’t durable enough to stand up to strong opponents for more than three hits (one for each stack of the Wolf Pack). This means that Vigil can’t use his full power against strong enemies, where you’d need it most. His S1 extends the Pack’s durability and enhances his DP regen but has <em>no</em> offensive power whatsoever; his S2 cannot activate unless there are enemies around and will rarely benefit from the “gain extra DP” effect because the Wolf Pack has such low damage output; and his S3 has all the usual downsides of hybrid damage in Arknights as well as low uptime. Poor Vigil just can’t catch a break.</span></span></span></p> <p><span><span><span>Vigil is not completely unusable, of course. The Wolf Pack is usually able to survive smaller enemies, so in situations where Block count is more important than durability (i.e., enemies that split upon death), it can be a cheap source of extra Block count. Furthermore, because each stack of the Wolf Pack requires a separate hit to kill, the fully-stacked Pack can be relied on to absorb up to three hits, which can be useful—especially combined with S1’s healing and recovery. Vigil is not a master of damage output or DP generation, but if he’s your husbando, there are ways to get value from him anyway.</span></span></span></p>
Explanation
Summary<span style="color:green;">+ The first of this Vanguard Archetype that mixes the vanguard class with a sniper and summoner<br> + Her summon is surprisingly durable, with stats similar to a 4* defensive vanguard of the same level. Additionally, they cost nothing to deploy, take up no deploy spots and refresh quickly if defeated.<br> + S1: will fully heal your summon or revive it it has died. <br> + S2: increases the summon's DEF and creates up to 4 additional summons around her tactical point for the duration of the skill. Great for stalling mobs of weak enemies while you chip away at them.<br></span> = As a ranged vanguard she can only be placed on ranged tiles giving her unique positioning among the vanguard options<br> <span style="color:red;">- With no DPS boosting skills her damage can be mediocre, especially on enemies that are not being blocked by her crabs.</span>Overview<p><span><span><span><span><span><span>Most Operators who join Rhodes Island do so because they want to fight for the Infected, because they have a score to settle, or because they have a debt to repay. Not Beanstalk! Beanstalk is here because she has a business she’s trying to get off the ground: raising metal crabs! Metal crab husbandry is a time-consuming, costly endeavor with little to no profit involved, but Beanstalk is intent on changing this. She’s put on her business hat and sweet-talked Rhodes Island into taking her on as a </span></span></span></span></span></span><span><span><span><strong><span><span>4* Summoner Vanguard</span></span></strong></span></span></span><span><span><span><span><span><span>. She </span></span></span></span></span></span><span><span><span><strong><span><span>attacks at range</span></span></strong></span></span></span><span><span><span><span><span><span>, she </span></span></span></span></span></span><span><span><span><strong><span><span>generates DP</span></span></strong></span></span></span><span><span><span><span><span><span>, and of course, she seeds the field with her metal crabs, using them as </span></span></span></span></span></span><span><span><span><strong><span><span>summoned minions to</span></span></strong></span></span></span><span><span><span><span><span><span> </span></span></span></span></span></span><span><span><span><strong><span><span>block and attack incoming foes</span></span></strong></span></span></span><span><span><span><span><span><span>.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>After Beanstalk is deployed, her </span></span></span></span></span></span><span><span><span><strong><span><span>Professional Breeder</span></span></strong></span></span></span><span><span><span><span><span><span> Talent generates a metal crab minion that can be placed on any ground tile within Beanstalk’s attack range. It doesn’t even cost DP or a unit spot to deploy! The metal crab has Block-1 and is quite durable, and Beanstalk does bonus damage when attacking an enemy that is being blocked by the crab. If the crab is reduced to 0 HP, it does not die; instead, it goes underground for several seconds before popping back up at the same spot with full HP. The crab will only be removed from the field if Beanstalk dies or if it is retreated.</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>As you might expect, both of Beanstalk’s Skills focus on her metallic minion. Her S1, </span></span></span></span></span></span><span><span><span><strong><span><span>Pinpoint Command</span></span></strong></span></span></span><span><span><span><span><span><span>, immediately generates DP and restores the crab to full HP, making it even harder to kill. And of course, what kind of farmer would Beanstalk be if she couldn’t grow even more minions?! Her S2, </span></span></span></span></span></span><span><span><span><strong><span><span>“Everyone Together!”</span></span></strong></span></span></span><span><span><span><span><span><span>, summons </span></span></span></span></span></span><span><span><span><span><em><span>four</span></em></span></span></span></span><span><span><span><span><span><span> temporary metal crabs into the squares adjacent to the original crab—a whole army of flower-topped crabs, impeding enemies for several seconds with their Block-1 and high DEF. In addition, the Skill also generates DP over time. Talk about a good deal!</span></span></span></span></span></span></p> <p><span><span><span><span><span><span>Being the first Vanguard who can be deployed on ranged grids and the keeper of a difficult-to-kill minion, Beanstalk is astoundingly powerful for her low-star rarity. She’s not perfect—her DP generation is a little on the low side because her Skills charge somewhat slowly, and the metal crab’s Block-1 is not always enough to hold back the first wave of a map, especially since Beanstalk’s DPS is quite low. These minor flaws shouldn’t dissuade you from utilizing this crazy crab aficionado, however. With good timing on her Skills and good placement of her livestock, an enterprising Doctor who invests in Beanstalk’s harebrained schemes should see their investment paying off in spades. (And in metal crabs. Lots and lots of metal crabs.)</span></span></span></span></span></span></p> <p><strong>Note</strong>: Beanstalk's Crab summons have a Block Count of 1 when they are in their spawned state, and 0 when they are in the un-spawned state. The summon stats indicate a Block Count of 0 as they represent the un-spawned state.</p> |