this post was submitted on 07 Mar 2024
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Arknights

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Arknights is a free-to-play mobile Tower Defense gacha game developed by Hypergryph. Lemmy users, please visit the original instance for the full rules. But TL;DR, No NSFW art, very low effort shitposts, english only, no AI art, no excessive self-promo.

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Operator Information

Key:

  • E2 max for HP/ATK/DEF/RES; Trust bonuses included
  • Welfares and 4*s regarded as Pot 6; other units regarded as Pot 1
  • E0 -> E1 -> E2 for DP Cost and Block (if applicable)

6* Trapmaster: Ela

Trait: Can use traps to assist in combat, but traps cannot be placed on tiles already occupied by an enemy

Stats

HP ATK Attack Interval Deployment Cost
1468 668 0.85 seconds 10 -> 12 -> 12
DEF RES Block Count Redeployment Time
173 0 1 70 seconds

Trust bonus: ATK +80

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Improves First Talent ATK +27 Improves Second Talent DP Cost -1

Talents

  • Talent 1:

Ela can deploy up to 3 (+1) Grzmot Mines (Can store up to 4). The first enemy that steps on a Grzmot Mine will trigger its effect. When Ela is retreated, the Grzmot Mine effect will be triggered, centered on Ela.

  • Talent 2:

Attacks have a 30% chance to increase ATK to 150% (+160%); the effect is guaranteed against enemies affected by Grzmot Mines.

Skills

  • S1: 0/21 (0/18) Initial SP, Auto Recovery, Auto Activation

Passive: When Grzmot Mines are triggered, enemies within a 1.7-tile radius are Slowed and their Physical/Arts hit rate will be reduced by 30% (40%) for 9 (10) seconds.

Active effect: Immediately gain 1 Grzmot Mine

  • S2: 8/19 (12/16) Initial SP, Offensive Recovery, Manual Activation, 20s Duration

Passive: When Grzmot Mines are triggered, enemies within a 1.7-tile radius are Stunned for 4 (5) seconds.

Active effect: Ela uses a Deployable Shield which increases her DEF by 250% (300%) and reduces her Attack Range. Attacks deal Physical splash damage in a 1.1-tile radius and ignore 500 (800) DEF.

When the skill ends, gain 1 Grzmot Mine.

  • S3: 16/40 (16/34) Initial SP, Auto Recovery, Manual Activation

Passive: When Grzmot Mines are triggered, enemies within a 1.7-tile radius are Slowed and are inflicted with 25% (35%) Fragile for 6 (7) seconds.

Active effect: Attack Interval -0.35 seconds; ATK +60% (+90%); prioritizes attacking enemies hit by Grzmot Mines.

Skill activation grants 40 ammo and the skill ends when all ammo is used (Can manually deactivate skill)

When the skill ends, gain 2 Grzmot Mines.

Base Skills

E0: When assigned to be the Trainer in the Training Room, for every other [Defender] Operator in the Base (excluding assistants, max 4), Operators' Specialization training speed +10%

[Defender] Operators: Tachanka, Frost, Ela, Doc

E2: When assigned to the Control Center, increases the likelihood of obtaining clues that are not on the Clue Board, but increases Morale recovery per hour of all Operators in the Control Center except self by +0.25

5* Instructor: Doc

Trait: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%

Stats

HP ATK Attack Interval Deployment Cost
2367 657 1.05 seconds 14 -> 16 -> 16
DEF RES Block Count Redeployment Time
400 0 2 70 seconds

Trust bonus: HP +150, DEF +40

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 Max HP +200 Improves Talent DP Cost -1

Talent

Max HP +12%; attacks ignore 120 (+20) DEF

Skills

  • S1: 11/30 (15/25) Initial SP, Auto Recovery, Manual Activation

Immediately heals self for 300% (400%) ATK; Attack Interval -0.7s afterwards

Skill activation grants 31 ammo and the skill ends when all ammo is used (Can manually deactivate skill); Can only be used 3 times every deployment

  • S2: 9/20 (15/20) Initial SP, Auto Recovery, Manual Activation

Immediately fires the Stim Pistol forward; if the first target hit is an allied Operator, they will be healed for 600% (750%) of Doc’s ATK

Can only be used 3 times every deployment

Base Skills

E0: When assigned to be the Trainer in the Training Room, for every other [Defender] Operator in the Base (excluding assistants, max 4), Operators' Specialization training speed +10%

[Defender] Operators: Tachanka, Frost, Ela, Doc

E2: When assigned to a Dormitory, restores +0.2 Morale per hour to all Operators assigned to that Dormitory (Only the strongest effect of this type takes place).

5* Dollkeeper: Iana

Trait: Does not retreat upon receiving lethal damage, instead swaps to a <Substitute> (Substitute has 0 Block). Swaps back to the original after 20 seconds

Stats

HP ATK Attack Interval Deployment Cost
2436 758 1.2 seconds 13 -> 15 -> 15
DEF RES Block Count Redeployment Time
321 0 1 70 seconds

Trust bonus: ATK +50, DEF +30

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 ATK +27 Improves Talent DP Cost -1

Talent

When Iana is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with a 20% (+2%) Fragile and they lose Invisibility for 8 seconds, and the Gemini will be replaced by the <Substitute> in combat.

Skills

  • S1: Passive

Upon switching to the <Substitute>, immediately deals 340% (400%) ATK as Physical Splash Damage to the Gemini’s attacker in a 1-tile radius

  • S2: 4/6 (4/5) Initial SP, Auto Recovery, Manual Activation, 10s Duration

Immediately causes surrounding enemies to lose Invisibility for 10 seconds and switches to the <Substitute>

ASPD +260 (+300) and gains Invisibility for the skill’s duration

Base Skills

E0: When assigned to be the Trainer in the Training Room, for every other [Attacker] Operator in the Base (excluding assistants, max 4), Operators' Specialization training speed +10%

[Attacker] Operators: Ash, Blitz, Iana, Fuze

E2: When assigned to the Reception Room, Clue search speed increases by 5%, and for every 1 [Intelligence Reserve], increases by extra 5%

5* Centurion: Fuze

Trait: Attacks all blocked enemies

Stats

HP ATK Attack Interval Deployment Cost
2660 835 1.2 seconds 18 -> 20 -> 22
DEF RES Block Count Redeployment Time
330 0 2 -> 2 -> 3 70 seconds

Trust bonus: ATK +40, DEF +40

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -10 DP Cost -1 Improves Talent DP Cost -1

Talent

Fuze has a 27% (+3%) chance to resist ranged Physical Damage received.

Skills

  • S1: 21/49 (25/45) Initial SP, Auto Recovery, Manual Activation

Attack Range +1 tile; ATK +17% (+30%); ASPD +75 (+90)

Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)

  • S2: 16/34 (20/30) Initial SP, Auto Recovery, Manual Activation

When this skill is activated, plants Cluster Charges on the ranged tile in front of Fuze. After a certain delay, the Cluster Charges will explode 5 times on passable ground tiles behind the ranged tile, dealing 440% (480%) ATK as Physical damage in a 0.8-tile radius each time.

This skill can only be used when Fuze is facing a ranged tile with passable ground tiles behind it; Can only be used 3 times every deployment

Base Skills

E0: When assigned to be the Trainer in the Training Room, for every other [Attacker] Operator in the Base (excluding assistants, max 4), Operators' Specialization training speed +10%

[Attacker] Operators: Ash, Blitz, Iana, Fuze

E2: When assigned to a Factory, productivity +20%, and for every 1 bottle of Ursus Specialty Beverage, Capacity Limit +2


Module Information

Operator Mod Level Stat Gains Effect
Jessica the Liberated 1 HP +180 ATK +50 DEF +25 Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 HP +220 ATK +57 DEF +31 Talent upgrade: Can deploy a stronger Mobile Shield (HP +300, DEF +57) adjacent to Jessica that lasts for 50s -> 55s. After the Mobile Shield is deployed, Jessica changes her deployment direction to face the Mobile Shield, increasing the DEF of Jessica and allies behind her by 15%
3 HP +250 ATK +65 DEF +37 Talent upgrade: Can deploy an even stronger Mobile Shield (HP +380, DEF +79) adjacent to Jessica that lasts for 55s -> 60s. After the Mobile Shield is deployed, Jessica changes her deployment direction to face the Mobile Shield, increasing the DEF of Jessica and allies behind her by 15%
Liskarm 1 ATK +38 DEF +30 Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 ATK +47 DEF +38 Talent upgrade: Restores 1 Skill Point to this Operator and a random ally in the surrounding tiles when attacked; there is a 30% certain chance to restore 1 additional SP
3 ATK +52 DEF +43 Talent upgrade: Restores 1 Skill Point to this Operator and a random ally in the surrounding tiles when attacked; there is a 30% -> 60% to restore 1 additional SP
Blitz 1 HP +180 ATK +35 Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 HP +220 ATK +40 Talent upgrade: Prioritize Stunned enemies; ATK increased to 160% -> 170% when attacking Stunned enemies
3 HP +250 ATK +52 Talent upgrade: Prioritize Stunned enemies; ATK increased to 170% -> 180% when attacking Stunned enemies
Ela 1 ATK +36 DEF +12 Trait upgrade: Can use traps to assist in combat, but traps cannot be placed on tiles already occupied by an enemy; the Operator can be deployed on ground tiles, and traps can be deployed on ranged tiles
2 ATK +50 DEF +22 Talent upgrade: Attacks have a 30% -> 40% to increase ATK to 150% -> 160%; the effect is guaranteed against enemies affected by Grzmot Mines.
3 ATK +60 DEF +30 Talent upgrade: Attacks have an 40% -> 50% to increase ATK to 160% -> 170%; the effect is guaranteed against enemies affected by Grzmot Mines.
Fuze 1 HP +100 ATK +50 Trait upgrade: Attacks all blocked enemies; While above 50% HP, reduces the amount of Physical damage taken by 20%
2 HP +150 ATK +60 Talent upgrade: Fuze has a 30% -> 33% chance to resist ranged Physical Damage received, and has +3% DEF
3 HP +180 ATK +70 Talent upgrade: Fuze has a 33% -> 35% chance to resist ranged Physical Damage received, and has +3% -> +6% DEF
Iana 1 ATK +45 DEF +25 Trait upgrade: Instead of retreating when defeated, switch to a <Substitute> (Substitute has 0 Block, but ATK is increased) for 20 seconds before switching back to the original
2 ATK +55 DEF +35 Talent upgrade: When Ela is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with a 20% -> 25% Fragile effect and they lose Invisibility for 8s -> 10s, and the Gemini will be replaced by the <Substitute> to attack.
3 ATK +65 DEF +40 Talent upgrade: When Ela is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with a 25% -> 28% Fragile effect and they lose Invisibility for 10s, and the Gemini will be replaced by the <Substitute> to attack.
Doc 1 HP +100 ATK +25 DEF +15 Trait upgrade: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%; Can also be deployed on Ranged tiles
2 HP +150 ATK +30 DEF +20 Talent upgrade: Max HP +12% -> +15%; attacks ignore 120 -> 150 DEF
3 HP +180 ATK +35 DEF +23 Talent upgrade: Max HP +15% -> +18%; attacks ignore 150 -> 180 DEF
Ash 1 HP +90 ATK +14 DEF +12 Trait upgrade: Attacks aerial enemies first; Increases ATK to 110% when attacking aerial targets
2 HP +140 ATK +19 DEF +16 Talent upgrade: After deployment, immediately throw a Stun Grenade at an enemy within range, Stun them and nearby enemies for 4s -> 5s, and Ash deals +7% Physical Damage to the affected targets for 5 seconds
3 HP +170 ATK +22 DEF +19 Talent upgrade: After deployment, immediately throw a Stun Grenade at an enemy within range, Stun them and nearby enemies for 5s -> 6s, and Ash deals +7% -> +10% increased Physical Damage to the affected targets for 5s -> 6s

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