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* [-'''5★ Operators of this archetype:''' Asbestos, Shalem-]
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* [-'''5★ Operators of this archetype:''' Asbestos, Czerny, Shalem-]
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Changed line(s) 5,6 (click to see context) from:
'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] ([[Characters/ArknightsNationsAToM A-M]] | [[Characters/ArknightsNationsNToZ N-Z]]) | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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* [-'''6★ Operators of this archetype:''' Horn-]
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tiny fix
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* CunningLinguist: Her proficiency at multiple languages makes him Rainbow's go-to negotiator with the locals.
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* CunningLinguist: Her His proficiency at multiple languages makes him Rainbow's go-to negotiator with the locals.
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'''Operatives:''' [[Characters/ArknightsVanguards Vanguards]] ([[Characters/ArknightsVanguardsAToM A-M]] | [[Characters/ArknightsVanguardsNToZ N-Z]]) | [[Characters/ArknightsSnipers Snipers]] ([[Characters/ArknightsSnipersAToM A-M]] | [[Characters/ArknightsSnipersNToZ N-Z]]) | [[Characters/ArknightsGuards Guards]] ([[Characters/ArknightsGuardsAToM A-M]] | [[Characters/ArknightsGuardsNToZ N-Z]]) | '''Defenders''' ([[Characters/ArknightsDefendersAToM A-M]] | [[Characters/ArknightsDefendersNToZ N-Z]]) | [[Characters/ArknightsCasters Casters]] ([[Characters/ArknightsCastersAToM A-M]] | [[Characters/ArknightsCastersNToZ N-Z]]) | [[Characters/ArknightsMedics Medics]] ([[Characters/ArknightsMedicsAToM A-M]] | [[Characters/ArknightsMedicsNToZ N-Z]]) | [[Characters/ArknightsSupporters Supporters]] ([[Characters/ArknightsSupportersAToM A-M]] | [[Characters/ArknightsSupportersNToZ N-Z]]) | [[Characters/ArknightsSpecialists Specialists]] ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \\
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* NiceGuy: He's a good-natured and positive fellow, which stands out quite a bit in the CrapsackWorld of ''Arknights.''
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* PassThePopcorn: He ''eats popcorn'' when watching the Battle Records.
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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!!'''Arts-Protector'''
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'''Arts-Protector''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES. They also have above-average RES which makes them more resilient to Arts themselves.
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!!'''Preserver'''
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'''Preserver''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Protector and Arts-Protector Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Protector Defenders, however, Preserver Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead.
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* AchillesHeel: Preserver Defenders (with the exception of Blemishine and Saria) have the additional crimp of needing to stop attacking in order to utilize their most effective skills. Unless there are other operators around to relieve the pressure, a Preserver Defender who's stopped attacking will be very prone to being overwhelmed.
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* AchillesHeel: Preserver Guardian Defenders (with the exception of Blemishine and Saria) have the additional crimp of needing to stop attacking in order to utilize their most effective skills. Unless there are other operators around to relieve the pressure, a Preserver Guardian Defender who's stopped attacking will be very prone to being overwhelmed.
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!!'''Resolute'''
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'''Resolute''' Defenders have great survivability and damage output, giving them good mileage as solo tanks. Like Martial Guards, they can't be healed by Medics or Healing Defenders, but generate their own HP via certain skills or talents. They have a high DP Cost.
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* DropTheHammer: Most Resolute Defenders have some sort of hammer as their weapon of choice.
* LifeDrain: Not to the extent of Martial Guards, but Enmity Defenders will have some tool in their kit to generate HP.
* LifeDrain: Not to the extent of Martial Guards, but Enmity Defenders will have some tool in their kit to generate HP.
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* DropTheHammer: Most Resolute Juggernaut Defenders have some sort of hammer as their weapon of choice.
* LifeDrain: Not to the extent ofMartial Musha Guards, but Enmity Juggernaut Defenders will have some tool in their kit to generate HP.
* LifeDrain: Not to the extent of
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* AchillesHeel: Duelist Defenders are dependent on blocking enemies in order for them to generate SP for their skills. However, their high ATK and block count of 1 actually works ''against'' them since they would be killing enemies too quickly before they could get meaningful amounts of SP, and they cannot block multiple enemies to circumvent this while they focus on attacking a single enemy. A Duelist Defender that cannot activate their skills when they need it is likely prone to being overwhelmed by many weak to mid-level threats, or easily killed by high-level threats.
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* AchillesHeel: Duelist Defenders are dependent on blocking enemies in order for them to generate SP for their skills. However, their high ATK and block count of 1 actually works ''against'' them since they would be killing enemies too quickly before they could get meaningful amounts of SP, and they cannot block multiple enemies to circumvent this while they focus on attacking a single enemy. A Duelist Defender that cannot activate their skills when they need it is likely prone to being overwhelmed by many weak to mid-level threats, or easily killed by high-level threats.
threats. Their SP generation can also be gimped if their block count gets reduced to 0, either due to hazards/enemy gimmicks, or challenge mode conditions that reduce block count.
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!!'''Core'''
!!!'''Operators of this archetype:''' Hoshiguma, Nian, Bison, Blitz, Croissant, Heavyrain, Liskarm, Bubble, Cuora, Matterhorn, Beagle, Cardigan, Noir Corne
!!!'''Operators of this archetype:''' Hoshiguma, Nian, Bison, Blitz, Croissant, Heavyrain, Liskarm, Bubble, Cuora, Matterhorn, Beagle, Cardigan, Noir Corne
to:
!!!'''Operators of this archetype:''' Hoshiguma, Nian, Bison, Blitz, Croissant, Heavyrain, Liskarm, Bubble, Cuora, Matterhorn, Beagle, Cardigan, Noir Corne
!!!'''Default DP cost range (without potential upgrades):''' 14 - 23 DP
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'''Core''' Defenders are ExactlyWhatItSaysOnTheTin. These guys have the greatest health by comparison to everyone else in their class, and can take the most punishment. Most of the time, their kit doesn't extend far beyond sitting there and be a MeatShield, as their damage output is usually poor, though there are exceptions, most notably Hoshiguma, who has high ATK and skills that facilitate her use as an offensive tank, and Nian, who's a multiclass.
* StoneWall: All Defenders have this as a job, but this archetype plays the trope the most straight since most often, their kit doesn't offer much for DPS (which is in particular the case with lower rarity Core Defenders).
!!'''Arts Protector'''
!!!'''Operators of this archetype:''' Asbestos, Dur-Nar
* StoneWall: All Defenders have this as a job, but this archetype plays the trope the most straight since most often, their kit doesn't offer much for DPS (which is in particular the case with lower rarity Core Defenders).
!!'''Arts Protector'''
!!!'''Operators of this archetype:''' Asbestos, Dur-Nar
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* [-'''6★ Operators of this archetype:''' Hoshiguma, Nian-]
* [-'''5★ Operators of this archetype:''' Bison, Blitz, Croissant, Heavyrain, Liskarm-]
* [-'''4★ Operators of this archetype:''' Bubble, Cuora, Matterhorn-]
* [-'''3★ Operators of this archetype:''' Beagle, Cardigan-]
* [-'''2★ Operators of this archetype:''' Noir Corne-]
----
* StoneWall: All Defenders have this as a job, but this archetype plays the trope the most straight since most often, their kit doesn't offer much for DPS (which is in particular the case with lower rarity
!!'''Arts Protector'''
!!!'''Operators of
!!'''Arts-Protector'''
!!!'''Default DP cost range (without potential upgrades):''' 20 - 26[[note]]No 6-star operator released yet to have this
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'''Arts Protector''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES. They also have above-average RES which makes them more resilient to Arts themselves.
* MagicKnight: Somewhat similarly to Arts Guards, they're the only Defender archetype that deals Arts damage by default.
!!'''Healing'''
!!!'''Operators of this archetype:''' Blemishine, Saria, Hung, Nearl, Gummy, Spot
* MagicKnight: Somewhat similarly to Arts Guards, they're the only Defender archetype that deals Arts damage by default.
!!'''Healing'''
!!!'''Operators of this archetype:''' Blemishine, Saria, Hung, Nearl, Gummy, Spot
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* [-'''5★ Operators of this archetype:''' Asbestos, Shalem-]
* [-'''4★ Operators of this archetype:''' Dur-Nar-]
----
* MagicKnight: Somewhat similarly to
!!'''Healing'''
!!!'''Operators of this archetype:''' Blemishine, Saria, Hung, Nearl, Gummy, Spot
!!'''Preserver'''
!!!'''Default DP cost range (without potential upgrades):''' 15 - 22 DP
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'''Healing''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Normal and Arts Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Normal Defenders, however, Healing Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead.
* AchillesHeel: Healing Defenders (with the exception of Blemishine and Saria) have the additional crimp of needing to stop attacking in order to utilize their most effective skills. Unless there are other operators around to relieve the pressure, a healing Defender who's stopped attacking will be very prone to being overwhelmed.
* AchillesHeel: Healing Defenders (with the exception of Blemishine and Saria) have the additional crimp of needing to stop attacking in order to utilize their most effective skills. Unless there are other operators around to relieve the pressure, a healing Defender who's stopped attacking will be very prone to being overwhelmed.
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* [-'''6★ Operators of this archetype:''' Blemishine, Saria-]
* [-'''5★ Operators of this archetype:''' Hung, Nearl-]
* [-'''4★ Operators of this archetype:''' Gummy-]
* [-'''3★ Operators of this archetype:''' Spot-]
----
* AchillesHeel:
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!!'''Enmity'''
!!!'''Operators of this archetype:''' Mudrock, Vulcan
!!!'''Operators of this archetype:''' Mudrock, Vulcan
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!!!'''Operators of
!!'''Resolute'''
!!!'''Default DP cost range (without potential upgrades):''' 30[[note]]No 4-star operator released yet to have this
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'''Enmity''' Defenders have great survivability and damage output, giving them good mileage as solo tanks. Like Enmity Guards, they can't be healed by Medics or Healing Defenders, but generate their own HP via certain skills or talents. They have a high DP Cost.
* DropTheHammer: Most Enmity Defenders have some sort of hammer as their weapon of choice.
* LifeDrain: Not to the extent of Enmity Guards, but Enmity Defenders will have some tool in their kit to generate HP.
* DropTheHammer: Most Enmity Defenders have some sort of hammer as their weapon of choice.
* LifeDrain: Not to the extent of Enmity Guards, but Enmity Defenders will have some tool in their kit to generate HP.
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* [-'''6★ Operators of this archetype:''' Mudrock-]
* [-'''5★ Operators of this archetype:''' Vulcan-]
----
* DropTheHammer: Most
* LifeDrain: Not to the extent of
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!!!'''Operators of this archetype:''' Eunectes, Aurora
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'''Duelist''' Defenders have very high defense and attack, but are limited to 1 block, making them mainly suited to blocking and eliminating single, high threat targets that Duelist Guards and Fast-Redeploy Specialists won't fare well against, such as elite enemies or bosses. Another feature of Duelist Defenders is that they only generate SP while they are actively blocking an enemy, which also extends to SP batteries.
to:
'''Duelist''' Defenders have very high defense and attack, but are limited to 1 block, making them mainly suited to blocking and eliminating single, high threat targets that Duelist Dreadnought Guards and Fast-Redeploy Executioner Specialists won't fare well against, such as elite enemies or bosses. Another feature of Duelist Defenders is that they only generate SP while they are actively blocking an enemy, which also extends to SP batteries.
* [-'''6★ Operators of this archetype:''' Eunectes-]
* [-'''5★ Operators of this archetype:''' Aurora-]
----
* AchillesHeel: Duelist Defenders are dependent on blocking enemies in order for them to generate SP for their skills. However, their high ATK and block count of 1 actually works ''against'' them since they would be killing enemies too quickly before they could get meaningful amounts of SP, and they cannot block multiple enemies to circumvent this while they focus on attacking a single enemy. A Duelist Defender that cannot activate their skills when they need it is likely prone to being overwhelmed by many weak to mid-level threats, or easily killed by high-level threats.
* [-'''6★ Operators of this archetype:''' Eunectes-]
* [-'''5★ Operators of this archetype:''' Aurora-]
----
* AchillesHeel: Duelist Defenders are dependent on blocking enemies in order for them to generate SP for their skills. However, their high ATK and block count of 1 actually works ''against'' them since they would be killing enemies too quickly before they could get meaningful amounts of SP, and they cannot block multiple enemies to circumvent this while they focus on attacking a single enemy. A Duelist Defender that cannot activate their skills when they need it is likely prone to being overwhelmed by many weak to mid-level threats, or easily killed by high-level threats.
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!!!'''Operators of this archetype:''' Ashlock
'''Fortress''' defenders sacrifice some defense for more offense, and are able to use [=AoE=] physical attacks at long range as long as they aren't being blocked.
'''Fortress''' defenders sacrifice some defense for more offense, and are able to use [=AoE=] physical attacks at long range as long as they aren't being blocked.
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'''Fortress''' defenders sacrifice some defense for more offense, and are able to use [=AoE=] physical attacks at long range as long as they aren't
* [-'''5★ Operators of this archetype:''' Ashlock-]
----
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!!'''Arts'''
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'''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES.
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!!!'''Operators of this archetype:''' Eunectes
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!!!'''Operators of this archetype:''' EunectesEunectes, Aurora
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!!'''Fortress'''
!!!'''Operators of this archetype:''' Ashlock
'''Fortress''' defenders sacrifice some defense for more offense, and are able to use [=AoE=] physical attacks at long range as long as they aren't being blocked.
!!!'''Operators of this archetype:''' Ashlock
'''Fortress''' defenders sacrifice some defense for more offense, and are able to use [=AoE=] physical attacks at long range as long as they aren't being blocked.
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->'''Artist:''' Liduke[[note]]displayed as Ubisoft[[/note]]
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->'''Artist:''' Liduke[[note]]displayed as Ubisoft[[/note]]Ubisoft Montreal.[[/note]]
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* DropTheHammer: Most Enmity Defenders have some sort of hammer as their weapon of choice.
* LifeDrain: Not to the extent of Enmity Guards, but Enmity Defenders will have some tool in their kit to generate HP.
* LifeDrain: Not to the extent of Enmity Guards, but Enmity Defenders will have some tool in their kit to generate HP.
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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!!!'''Operators of this archetype:''' Hoshiguma, Nian, Bison, Blitz, Croissant, Heavyrain, Liskarm, Bubble, Cuora, Matterhorn, Beagle, Cardigan, Noir Corne
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'''Core''' Defenders are ExactlyWhatItSaysOnTheTin. These guys have the greatest health by comparison to everyone else in their class, and can take the most punishment. Most of the time, their kit doesn't extend far beyond sitting there and be a MeatShield, as their damage output is usually poor, though there are exceptions, most notably Hoshiguma, who has high ATK and skills that facilitate her use as an offensive tank, and Nian, who's a multiclass. This archetype consists of Hoshiguma, Nian, Heavyrain, Croissant, Bison, Liskarm, Blitz, Cuora, Bubble, Beagle, Cardigan and Noir Corne.
to:
'''Core''' Defenders are ExactlyWhatItSaysOnTheTin. These guys have the greatest health by comparison to everyone else in their class, and can take the most punishment. Most of the time, their kit doesn't extend far beyond sitting there and be a MeatShield, as their damage output is usually poor, though there are exceptions, most notably Hoshiguma, who has high ATK and skills that facilitate her use as an offensive tank, and Nian, who's a multiclass. This archetype consists of Hoshiguma, Nian, Heavyrain, Croissant, Bison, Liskarm, Blitz, Cuora, Bubble, Beagle, Cardigan and Noir Corne.
!!!'''Operators of this archetype:''' Asbestos, Dur-Nar
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'''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES. This archetype consists of Asbestos and Dur-Nar.
to:
'''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES. This archetype consists of Asbestos and Dur-Nar.
!!!'''Operators of this archetype:''' Blemishine, Saria, Hung, Nearl, Gummy, Spot
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'''Healing''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Normal and Arts Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Normal Defenders, however, Healing Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead. This archetype consists of Blemishine, Saria, Hung, Nearl, Gummy and Spot.
to:
'''Healing''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Normal and Arts Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Normal Defenders, however, Healing Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead. This archetype consists of Blemishine, Saria, Hung, Nearl, Gummy and Spot.
!!!'''Operators of this archetype:''' Mudrock, Vulcan
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'''Enmity''' Defenders have great survivability and damage output, giving them good mileage as solo tanks. Like Enmity Guards, they can't be healed by Medics or Healing Defenders, but generate their own HP via certain skills or talents. They have a high DP Cost. This archetype consists of Mudrock and Vulcan.
to:
'''Enmity''' Defenders have great survivability and damage output, giving them good mileage as solo tanks. Like Enmity Guards, they can't be healed by Medics or Healing Defenders, but generate their own HP via certain skills or talents. They have a high DP Cost. This archetype consists of Mudrock and Vulcan.
!!!'''Operators of this archetype:''' Eunectes
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'''Duelist''' Defenders have very high defense and attack, but are limited to 1 block, making them mainly suited to blocking and eliminating single, high threat targets that Duelist Guards and Fast-Redeploy Specialists won't fare well against, such as elite enemies or bosses. Another feature of Duelist Defenders is that they only generate SP while they are actively blocking an enemy. Currently, this archetype only consists of Eunectes.
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'''Duelist''' Defenders have very high defense and attack, but are limited to 1 block, making them mainly suited to blocking and eliminating single, high threat targets that Duelist Guards and Fast-Redeploy Specialists won't fare well against, such as elite enemies or bosses. Another feature of Duelist Defenders is that they only generate SP while they are actively blocking an enemy. Currently, this archetype only consists of Eunectes.
enemy, which also extends to SP batteries.
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Armed his with his signature custom Flash Shield, Blitz carries the pride of the GSG 9 as a Team Rainbow operative specializing in breaching tactics.
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[[caption-width-right:350:Considering how most enemies we deal with have eyes, a blinded enemy is the best enemy.]]
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->''Blitz, a member of Team Rainbow, wields a charged-and-ready tactical shield.''
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* CunningLinguist: Her proficiency at multiple languages makes him Rainbow's go-to negotiator with the locals.
* KickThemWhileTheyAreDown: Or rather, stunned. His Shielded Shooting Talent increases the amount of damage he can inflict on stunned enemies, and the easiest way to trigger that would be for him to use his shield to do so.
* LuckilyMyShieldWillProtectMe: Subverted; he's out of combat duty for most of the story because his shield ends up failing him when fighting a metal crab, until Liskarm gives his shield a temporary fix in "Originium Dust" and Rhodes Island gives him a more Terra-standard-issued shield. The playable unit plays this straight afterward.
* {{Omniglot}}: Is well-versed in speaking numerous languages, in part due to his studies in the field prior to serving in the GSG 9. He has several lines of dialogue in the campaign where he talks to Tachanka in Russian, if only to keep any Rhodes Island operators (who are capable of recognizing their English as Victorian in their world) from snooping in on their conversations.
* KickThemWhileTheyAreDown: Or rather, stunned. His Shielded Shooting Talent increases the amount of damage he can inflict on stunned enemies, and the easiest way to trigger that would be for him to use his shield to do so.
* LuckilyMyShieldWillProtectMe: Subverted; he's out of combat duty for most of the story because his shield ends up failing him when fighting a metal crab, until Liskarm gives his shield a temporary fix in "Originium Dust" and Rhodes Island gives him a more Terra-standard-issued shield. The playable unit plays this straight afterward.
* {{Omniglot}}: Is well-versed in speaking numerous languages, in part due to his studies in the field prior to serving in the GSG 9. He has several lines of dialogue in the campaign where he talks to Tachanka in Russian, if only to keep any Rhodes Island operators (who are capable of recognizing their English as Victorian in their world) from snooping in on their conversations.
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Fixing the formatting to make the image placements less awkward.
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!!!'''Core'''
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!!!'''Arts'''
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!!!'''Healing'''
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!!!'''Enmity'''
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!!!'''Duelist'''
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'''Healing''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Normal and Arts Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Normal Defenders, however, Healing Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead. This archetype consists of Blemishine, Saria, Hung, Gummy and Spot.
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'''Healing''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Normal and Arts Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Normal Defenders, however, Healing Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead. This archetype consists of Blemishine, Saria, Hung, Nearl, Gummy and Spot.
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* AchillesHeel: Healing Defenders (with the exception of Blemishine and Saria) have the additional crimp of needing to stop attacking in order to utilize their most effective skills. Unless there are other operators around to relieve the pressure, a healing Defender who's stopped attacking will be very prone to being overwhelmed.
* CombatMedic: They can serve as an impromptu Medic until you get your hands on one. Granted, as the healing is dependent on the operator's ATK stat, they're not as good as a dedicated Medic for their intended purpose...though this is compensated by the fact that they are tankier.
* CombatMedic: They can serve as an impromptu Medic until you get your hands on one. Granted, as the healing is dependent on the operator's ATK stat, they're not as good as a dedicated Medic for their intended purpose...though this is compensated by the fact that they are tankier.
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** Healing Defenders [[note]] With the exception of Blemishine and Saria [[/note]] have the additional crimp of needing to stop attacking in order to utilize their most effective skills. Unless there are other operators around to relieve the pressure, a healing Defender who's stopped attacking will be very prone to being overwhelmed.
* CombatMedic: If a Defender has the "Healing" tag attached to them, then they can serve as an impromptu Medic until you get your hands on one. Granted, as the healing is dependent on the operator's ATK stat, they're not as good as a dedicated Medic for their intended purpose...though this is compensated by the fact that they are tankier.
* CombatMedic: If a Defender has the "Healing" tag attached to them, then they can serve as an impromptu Medic until you get your hands on one. Granted, as the healing is dependent on the operator's ATK stat, they're not as good as a dedicated Medic for their intended purpose...though this is compensated by the fact that they are tankier.
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* '''Core''' Defenders are ExactlyWhatItSaysOnTheTin. These guys have the greatest health by comparison to everyone else in their class, and can take the most punishment. Most of the time, their kit doesn't extend far beyond sitting there and be a MeatShield, as their damage output is usually poor, though there are exceptions, most notably Hoshiguma, who has high ATK and skills that facilitate her use as an offensive tank, and Nian, who's a multiclass. This archetype consists of Hoshiguma, Nian, Heavyrain, Croissant, Bison, Liskarm, Blitz, Cuora, Bubble, Beagle, Cardigan and Noir Corne.
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* '''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES. This archetype consists of Asbestos and Dur-Nar.
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* '''Healing''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Normal and Arts Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Normal Defenders, however, Healing Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead. This archetype consists of Blemishine, Saria, Hung, Gummy and Spot.
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* '''Enmity''' Defenders have great survivability and damage output, giving them good mileage as solo tanks. Like Enmity Guards, they can't be healed by Medics or Healing Defenders, but generate their own HP via certain skills or talents. They have a high DP Cost. This archetype consists of Mudrock and Vulcan.
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* '''Duelist''' Defenders have very high defense and attack, but are limited to 1 block, making them mainly suited to blocking and eliminating single, high threat targets that Duelist Guards and Fast-Redeploy Specialists won't fare well against, such as elite enemies or bosses. Another feature of Duelist Defenders is that they only generate SP while they are actively blocking an enemy. Currently, this archetype only consists of Eunectes.
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* '''Core''' Defenders are ExactlyWhatItSaysOnTheTin. These guys have the greatest health by comparison to everyone else in their class, and can take the most punishment. Most of the time, their kit doesn't extend far beyond sitting there and be a MeatShield, as their damage output is usually poor, though there are exceptions, most notably Hoshiguma, who has high ATK and skills that facilitate her use as an offensive tank, and Nian, who's a multiclass.
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* '''Core''' Defenders are ExactlyWhatItSaysOnTheTin. These guys have the greatest health by comparison to everyone else in their class, and can take the most punishment. Most of the time, their kit doesn't extend far beyond sitting there and be a MeatShield, as their damage output is usually poor, though there are exceptions, most notably Hoshiguma, who has high ATK and skills that facilitate her use as an offensive tank, and Nian, who's a multiclass. This archetype consists of Hoshiguma, Nian, Heavyrain, Croissant, Bison, Liskarm, Blitz, Cuora, Bubble, Beagle, Cardigan and Noir Corne.
* StoneWall: All Defenders have this as a job, but this archetype plays the trope the most straight since most often, their kit doesn't offer much for DPS (which is in particular the case with lower rarity Core Defenders).
* StoneWall: All Defenders have this as a job, but this archetype plays the trope the most straight since most often, their kit doesn't offer much for DPS (which is in particular the case with lower rarity Core Defenders).
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* '''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES.
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* '''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES. This archetype consists of Asbestos and Dur-Nar.
* MagicKnight: Somewhat similarly to Arts Guards, they're the only Defender archetype that deals Arts damage by default.
* MagicKnight: Somewhat similarly to Arts Guards, they're the only Defender archetype that deals Arts damage by default.
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* '''Healing''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Normal and Arts Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Normal Defenders, however, Healing Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead.
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* '''Healing''' Defenders are those who can heal nearby allies and themselves with their skills. These Defenders serve as the middle ground between Normal and Arts Defenders, having middling HP, DEF, and ATK, but are almost invaluable to have due to their healing skills providing high sustainability for your lineup. Unlike Normal Defenders, however, Healing Defenders are not usually placed as the main tanks due to their significantly weaker staying power, and are more commonly deployed as supports instead. This archetype consists of Blemishine, Saria, Hung, Gummy and Spot.
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* '''Enmity''' Defenders have great survivability and damage output, giving them good mileage as solo tanks. Like Enmity Guards, they can't be healed by Medics or Healing Defenders, but generate their own HP via certain skills or talents.
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* '''Enmity''' Defenders have great survivability and damage output, giving them good mileage as solo tanks. Like Enmity Guards, they can't be healed by Medics or Healing Defenders, but generate their own HP via certain skills or talents. They have a high DP Cost. This archetype consists of Mudrock and Vulcan.
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* '''Duelist''' Defenders have very high defense and attack, but are limited to 1 block, making them mainly suited to blocking and eliminating single, high threat targets that Duelist Guards and Fast-Redeploy Specialists won't fare well against, such as elite enemies or bosses. Another feature of Duelist Defenders is that they only generate SP while they are actively blocking an enemy.
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* '''Duelist''' Defenders have very high defense and attack, but are limited to 1 block, making them mainly suited to blocking and eliminating single, high threat targets that Duelist Guards and Fast-Redeploy Specialists won't fare well against, such as elite enemies or bosses. Another feature of Duelist Defenders is that they only generate SP while they are actively blocking an enemy. \n Currently, this archetype only consists of Eunectes.
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!!!'''Longstrike'''
* '''Longstrike''' Defenders define themselves by their range, which extends to a few tiles in front of them. They are also capable of hitting drones and normally have a skill that can inflict Stun.
* '''Longstrike''' Defenders define themselves by their range, which extends to a few tiles in front of them. They are also capable of hitting drones and normally have a skill that can inflict Stun.
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* '''Longstrike''' Defenders define themselves by their range, which extends to a few tiles in front of them. They are also capable of hitting drones and normally have a skill that can inflict Stun.
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!!'''Core'''
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!!'''Arts'''
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!!'''Healing'''
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!!'''Enmity'''
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!!'''Duelist'''
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!!'''Longstrike'''
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!!'''Core'''
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sub_protector_icon.png]]
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sub_protector_icon.png]]
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* '''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low RES.
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!!'''Arts'''
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sub_artsprotector_icon.png]]
* '''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but lowRES. RES.
!!'''Healing'''
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sub_guardian_icon.png]]
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sub_artsprotector_icon.png]]
* '''Arts''' Defenders are less sturdy, but they're capable of dealing Arts damage when their skills are running, giving them better mileage against beefy enemies with a lot of HP, but low
!!'''Healing'''
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!!'''Enmity'''
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!!'''Duelist'''
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sub_duelist_icon.png]]
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sub_duelist_icon.png]]
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!!'''Longstrike'''
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->'''Tags:''' DPS, Defense
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->'''Tags:''' DPS, Defense,
->'''Skills:''' Flash Shield, Defense Breacher
->'''Talents:''' Shield Gunplay, Bunkered Defense
->'''Skills:''' Flash Shield, Defense Breacher
->'''Talents:''' Shield Gunplay, Bunkered Defense
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Even though the game shows Ubisoft's name, the actual illustration itself is drawn by Liduke
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->'''Artist:''' Ubisoft
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->'''Artist:''' UbisoftLiduke[[note]]displayed as Ubisoft[[/note]]
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* '''Longstrike'' Defenders define themselves by their range, which extends to a few tiles in front of them. They are also capable of hitting drones and normally have a skill that can inflict Stun.
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* '''Longstrike'' '''Longstrike''' Defenders define themselves by their range, which extends to a few tiles in front of them. They are also capable of hitting drones and normally have a skill that can inflict Stun.