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* [-'''6★ Operators of this archetype:''' Phantom, Texas the Omertosa-]

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* [-'''6★ Operators of this archetype:''' Kirin X Yato, Phantom, Texas the Omertosa-]

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* GadgeteerGenius: Her profile mentions Frost crafting her own hunting equipment and traps during her stay on Rhodes Island.



* ShotgunsAreJustBetter: While Frost normally uses her Inglis Hi-Power, when equipped with her S2 and something steps onto her Welcome Mat, she will quickly pull out her M3 Super 90 to blast it in the face before swapping back to her handgun.

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* ShotgunsAreJustBetter: While Frost normally uses her Inglis Hi-Power, when equipped with her S2 second skill '''Incapacitated Prey''' and something steps onto her Welcome Mat, she will quickly pull out her M3 Super 90 to blast it in the face before swapping back to her handgun.
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* MundaneUtility: In "Operation Originium Dust", she uses her hunting skills to trap Originium slugs for Miarow's medicine.
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Ambiguously Brown wick cleaning.


* YouDontLookLikeYou: Fans were quick to see that the Arknights version of Frost is visually distinct from the R6 Frost. Mainly, Arknights Frost has pale skin, black hair, and blue eyes while R6 Frost is AmbiguouslyBrown, is brunette, and has brown eyes.

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* YouDontLookLikeYou: Fans were quick to see that the Arknights version of Frost is visually distinct from the R6 Frost. Mainly, Arknights Frost has pale skin, black hair, and blue eyes while R6 Frost is AmbiguouslyBrown, is brunette, brunette and has brown eyes.
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* [-'''6★ Operators of this archetype:''' Phantom-]

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* [-'''6★ Operators of this archetype:''' Phantom-]Phantom, Texas the Omertosa-]
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!!!'''Default DP cost range (without potential upgrades):''' 19 - 21 DP



!!!'''Default DP cost range (without potential upgrades):''' 8 - 10 DP



!!!'''Default DP cost range (without potential upgrades):''' 7 - 9 DP



!!!'''Default DP cost range (without potential upgrades):''' 14[[note]]No 4-star operator released yet to have this lower bound cost[[/note]] - 16 DP



!!!'''Push Stroker Default DP cost range (without potential upgrades):''' 19 - 21 DP\\
'''Hookmaster Default DP cost range (without potential upgrades):''' 12 - 14 DP





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!!!'''Default DP cost range (without potential upgrades):''' 11[[note]]No 4-star operator released yet to have this lower bound cost[[/note]] - 13 DP


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!!!'''Default DP cost range (without potential upgrades):''' 10[[note]]No 4-star operator released yet to have this lower bound cost[[/note]] - 12 DP
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'''Merchant''' Specialists have all around higher stats than Fast-Redeploy Specialists as well as infinite duration skills. What sets them apart are a longer redeployment cooldown, the fact that they do not refund DP when retreated, and they consume three DP periodically.

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'''Merchant''' Specialists have all around higher stats than Fast-Redeploy Specialists as well as Executor Specialists, alongside infinite duration skills. skills and a fast redeployment time. What sets them apart are a longer from Executors is that their redeployment cooldown, the fact that they do not refund DP when retreated, and time is slightly longer, they consume three 3 DP periodically.(2 with their module) every 3 seconds, and they will automatically retreat if there is not enough DP remaining, refunding no DP when retreated.
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* MechanicallyUnusualFighter: Many of the more unique and unusual playstyles of operators tend to fall into this class as a whole.
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* DeviousDaggers: With few exceptions, all Executors will wield some kind of knife, [[DualWielding which they will often uses two at a time]].

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* DeviousDaggers: With few exceptions, all Executors will wield or is at least equipped with some kind of knife, [[DualWielding which they will often uses two at a time]].
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'''Ambusher''' Specialists are called upon to hamstring large groups of enemies at once with their wide range, [[HerdHittingAttack Herd-Hitting Attacks]], and stun chance. Operators that usually hide within camouflage upon deployment, and are less of a target to enemies. Their ASPD is low, which is sometimes even made slower by their skills. They are normally used to get rid of clusters of enemies that hit hard. They typically also accordingly have a block value of 0, making it so that melee attackers will ignore them, and they also have 50% physical and Arts evasion to dodgetank any ranged attackers that come their way.

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'''Ambusher''' Specialists are called upon to hamstring large groups of enemies at once with their wide range, [[HerdHittingAttack Herd-Hitting Attacks]], and stun chance. Operators that usually hide within camouflage upon deployment, and are less of a target to enemies. Their They have the slowest ASPD is low, out of all operators, which is sometimes even made slower by their skills. They are normally used to get rid of clusters of enemies that hit hard. They typically also accordingly have a block value of 0, making it so that melee attackers will ignore them, and they also have 50% physical and Arts evasion to dodgetank any ranged attackers that come their way.
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%%Attention: Please refrain from using the WhyWontYouDie trope for situations where Operators are resilient to being killed; that is not the correct use of the trope. The trope is meant for a character saying the stock phrase or something similar.

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Sigh, incorrect use of trope. Why do people keep using Why Wont You Die incorrectly?


* AutoRevive: A well-played Dollkeeper is incredibly difficult to kill, as their substitute can be healed and can still deal damage in their own way before the original comes back.



* WhyWontYouDie: A well-played Dollkeeper is incredibly difficult to kill, as their substitute can be healed and can still deal damage in their own way before the original comes back.

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* WhyWontYouDie: A well-played Dollkeeper is incredibly difficult to kill, as their substitute can be healed and can still deal damage in their own way before the original comes back.

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* GlassCannon: The Dollkeepers dish out great damage, but their skills decrease their durability in some way, whether it's decreasing their Max HP or damaging them every time they attack. If you can properly manage their health however, they can become a LightningBruiser.
* WhyWontYouDie: A well-played Dollkeeper is incredibly difficult to kill, as their substitute can be healed and can still deal damage in their own way before the original comes back.

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* MightyGlacier: They have pretty good overall stats, and their innate evasion allows them to tank hits should they be targeted, but they attack quite slowly.




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* HitAndRunTactics: Thanks to their reduced redeployment time, they can be used for helidrop tactics in the same vein as Executors to take down key targets.
* LightningBruiser: Merchants have great HP, Attack, and Defense, their attack speed is almost on par with that of Executor Specialists, and can also be redeployed fairly quickly. However, they only block one enemy at a time, and they periodically consume DP when they're on the field.

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* [-'''5★ Operators of this archetype (Push Stroker):''' [=FEater=]-]

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* [-'''5★ Operators of this archetype (Push Stroker):''' Enforcer, [=FEater=]-]


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* [-'''6★ Operators of this archetype:''' Dorothy-]
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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/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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Knife Nut is a dewicked trope.


* KnifeNut / DeviousDaggers: With few exceptions, all Executors will wield some kind of knife, [[DualWielding which they will often uses two at a time]].

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* KnifeNut / DeviousDaggers: With few exceptions, all Executors will wield some kind of knife, [[DualWielding which they will often uses two at a time]].
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* DualWield: With few exceptions, all Executors will wield some kind of knife, which they will often uses two at a time.

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* DualWield: KnifeNut / DeviousDaggers: With few exceptions, all Executors will wield some kind of knife, [[DualWielding which they will often uses two at a time.
time]].
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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/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]]| Kazdel]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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* OneSteveLimit: Funnily enough, the guitarist of Alive Until Sunset ''and'' a drone enemy are also named Frost.

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* OneSteveLimit: Funnily enough, Averted. A drone enemy ''and'' the guitarist of Alive Until Sunset ''and'' a drone enemy are also named Frost.
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* OneSteveLimit: Funnily enough, the guitarist of Alive Until Sunset is also named Frost.

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* OneSteveLimit: Funnily enough, the guitarist of Alive Until Sunset is ''and'' a drone enemy are also named Frost.
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* OneSteveLimit: Funnily enough, the guitarist of Alive Until Sunset is also named Frost.
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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]]) | [[Characters/ArknightsDefenders 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]]) | '''Specialists''' ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \\

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'''Operatives:''' '''Operators:''' [[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]]) | [[Characters/ArknightsDefenders 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]]) | '''Specialists''' ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \\
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* KnifeNut: With few exceptions, all Executors will wield some kind of knife, which they will often DualWield.

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* KnifeNut: DualWield: With few exceptions, all Executors will wield some kind of knife, which they will often DualWield.
uses two at a time.
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* KnifeNut: With few exceptions, all Fast-Redeploy operators wield some kind of knife, which they will often DualWield.

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* KnifeNut: With few exceptions, all Fast-Redeploy operators Executors will wield some kind of knife, which they will often DualWield.
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* [-'''6★ Operators of this archetype:''' Specter the Unchained-]
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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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* [-'''5★ Operators of this archetype:''' Bena-]

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* [-'''5★ Operators of this archetype:''' Bena-]Bena, Kazemaru-]

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* OneHitPolyKill: Push Strokers knock back all enemies hit with their attacks. If there are BottomlessPits nearby and the enemy is bunched up, one slight shove can push all of them to their {{Disney Villain Death}}s.
* OutsideTheBoxTactic: Shift-type specialists are preferably used against extremely tough Reunion variants.
** Having troubles with a DamageSponge enemy? Just shove or push/pull them into a pit for an instant kill.
** Push Strokers with long knockback range such as [=FEater=] can also be used to draw aggro away from the enemy and reposition them to be immediately blocked by a nearby Defender.
** Using a combo of Push Strokers and Hookmasters on the same target could result to quirky, yet lethal tactics [[https://gamepress.gg/arknights/sites/arknights/files/2020-03/ArtPushPullShenanigans.gif as poor Crownslayer can attest to]].
** With sufficient pushing force and the right timing, you can interrupt enemy units from casting their skills, including bosses. As of right now, the strongest pushers in the game are [=FEater=] and Weedy, who can interrupt basically every boss at Mastery 3 of their most powerful skills force-wise and the help of [[Characters/ArknightsSupportersAToM Angelina]] with her third skill up and running for heavier bosses. Not even Patriot with a weight of 7, the heaviest unit thus far, is [[ImmuneToFlinching immune to this trick]].
* YouWillNotEvadeMe: Hookmasters can snare an enemy with their hooks and yoink them backwards, potentially into BottomlessPits. Target acquisition occurs after an enemy has stepped into their attack tiles, so those trying to escape can still be pulled back, provided at least some part of them still haven't left the Specialist's highlighted range.




* HerdHittingAttack: Most Push-type have the ability to hit every enemy they block, and Stalker Specialists deal [=AoE=] damage to '''everyone''' that gets within range.
* MechanicallyUnusualClass: Most specialists can be divided into four subclasses:
** The first category are the '''Shift''' operators, which are subdivided into '''Push Stroker''' and '''Hookmaster''' operators, who are able to push or pull enemies with their skills, often into a BottomlessPit. They can also be placed on ranged tiles.
** The second are '''Executor''' operators, who have extremely low cost and can be redeployed after 18 seconds, whereas other classes have to wait for around a minute before they can be redeployed. They also boast skills and passives that make them very powerful for a short duration after being deployed, making them excellent at stalling or harassing certain enemy types. '''Merchant'' is a variation of the fast-redeploy branch, where instead of having limited duration skill on deployment, they have infinite duration skill but instead they will drain DP constantly while being deployed.
** The third are '''Ambusher''' operators, [=AoE=] units that have zero block and innate evasion. They all have some sort of crowd control abilities, and their first skill also passively activates on every attack.
* OneHitPolyKill: Push-type Specialists knock back all enemies hit with their attacks. If there are BottomlessPits nearby and the enemy is bunched up, one slight shove can push all of them to their {{Disney Villain Death}}s.
* OutsideTheBoxTactic: Shift-type specialists are preferrably used against extremely tough Reunion variants.
** Having troubles with a DamageSponge enemy? Just shove or push/pull them into a pit for an instant kill.
** Push-type Specialists with long knockback range such as [=FEater=] can also be used to draw aggro away from the enemy and reposition them to be immediately blocked by a nearby Defender.
** Using a combo of Push and Pull operators in the same target could result to quirky, yet lethal tactics [[https://gamepress.gg/arknights/sites/arknights/files/2020-03/ArtPushPullShenanigans.gif as poor Crownslayer can attest to]].
** With sufficient pushing force and the right timing, you can interrupt enemy units from casting their skills, including bosses. As of right now, the strongest pushers in the game are [=FEater=] and Weedy, who can interrupt basically every boss at Mastery 3 of their most powerful skills force-wise and the help of [[Characters/ArknightsSupportersAToM Angelina]] with her third skill up and running for heavier bosses. Not even Patriot with a weight of 7, the heaviest unit thus far, is [[ImmuneToFlinching immune to this trick]].

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* HerdHittingAttack: Most Push-type Push Strokers have the ability to hit every enemy they block, and Stalker Specialists Ambushers deal [=AoE=] damage to '''everyone''' that gets within range.
* MechanicallyUnusualClass: Most specialists can be divided into four subclasses:
** The first category are the '''Shift''' operators, which are subdivided into '''Push Stroker''' and '''Hookmaster''' operators, who are able to push or pull enemies with their skills, often into a BottomlessPit. They can also be placed on ranged tiles.
** The second are '''Executor''' operators, who have extremely low cost and can be redeployed after 18 seconds, whereas other classes have to wait for around a minute before they can be redeployed. They also boast skills and passives that make them very powerful for a short duration after being deployed, making them excellent at stalling or harassing certain enemy types. '''Merchant'' is a variation of the fast-redeploy branch, where instead of having limited duration skill on deployment, they have infinite duration skill but instead they will drain DP constantly while being deployed.
** The third are '''Ambusher''' operators, [=AoE=] units that have zero block and innate evasion. They all have some sort of crowd control abilities, and their first skill also passively activates on every attack.
* OneHitPolyKill: Push-type Specialists knock back all enemies hit with their attacks. If there are BottomlessPits nearby and the enemy is bunched up, one slight shove can push all of them to their {{Disney Villain Death}}s.
* OutsideTheBoxTactic: Shift-type specialists are preferrably used against extremely tough Reunion variants.
** Having troubles with a DamageSponge enemy? Just shove or push/pull them into a pit for an instant kill.
** Push-type Specialists with long knockback range such as [=FEater=] can also be used to draw aggro away from the enemy and reposition them to be immediately blocked by a nearby Defender.
** Using a combo of Push and Pull operators in the same target could result to quirky, yet lethal tactics [[https://gamepress.gg/arknights/sites/arknights/files/2020-03/ArtPushPullShenanigans.gif as poor Crownslayer can attest to]].
** With sufficient pushing force and the right timing, you can interrupt enemy units from casting their skills, including bosses. As of right now, the strongest pushers in the game are [=FEater=] and Weedy, who can interrupt basically every boss at Mastery 3 of their most powerful skills force-wise and the help of [[Characters/ArknightsSupportersAToM Angelina]] with her third skill up and running for heavier bosses. Not even Patriot with a weight of 7, the heaviest unit thus far, is [[ImmuneToFlinching immune to this trick]].
range.



* TheSneakyGuy: This seems to apply as a whole to Stalker Specialists (and provide justification for their reduced target chance and base evasion), and to a lesser extent Fast-Redeploy Specialists (which is used to justify most of their in-story roles as assassins, with Waai Fu being the exception).
* WeakButSkilled: Unlike the more dedicated classes, all three kinds of Specialists can be summed up as this, especially Push and Pull ones, whose values are measured by the strength of their skills, and the utility they provide, rather than raw damage or survivability. When it comes to building Specialists, focus should be put on raising their skills first, as that's where their true worth lies. A well-trained Specialist can be worth more than their weight in DP even at level 1, though many players typically feed them up to Elite 1 just to improve their HP enough that the odd Crossbowman cannot snipe them as easily.
* YouWillNotEvadeMe: Pull-type Specialists can snare an enemy with their hooks and yoink them backwards, potentially into BottomlessPits. Target acquisition occurs after an enemy has stepped into their attack tiles, so those trying to escape can still be pulled back, provided at least some part of them still haven't left the Specialist's highlighted range.

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* TheSneakyGuy: This seems to apply as a whole to Stalker Specialists Ambushers (and provide justification for their reduced target chance and base evasion), and to a lesser extent Fast-Redeploy Specialists Executors (which is used to justify most of their in-story roles as assassins, with Waai Fu being the exception).
* WeakButSkilled: Unlike the more dedicated classes, all three kinds of Specialists can be summed up as this, especially Push Strokers and Pull ones, Hookmasters, whose values are measured by the strength of their skills, and the utility they provide, rather than raw damage or survivability. When it comes to building Specialists, focus should be put on raising their skills first, as that's where their true worth lies. A well-trained Specialist can be worth more than their weight in DP even at level 1, though many players typically feed them up to Elite 1 just to improve their HP enough that the odd Crossbowman cannot snipe them as easily.
* YouWillNotEvadeMe: Pull-type Specialists can snare an enemy with their hooks and yoink them backwards, potentially into BottomlessPits. Target acquisition occurs after an enemy has stepped into their attack tiles, so those trying to escape can still be pulled back, provided at least some part of them still haven't left the Specialist's highlighted range.

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