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* A series of 3 collectibles will buff your melee operators, starting with '''Frozen Carcass''' which grants +40 ASPD for 5 seconds when your melee operators take damage. That's already very good, but then '''Frost Buck's Pauldrons''' will buff their ATK and DEF by 40% for 30 seconds when they are blocking 2 enemies. Considering most melee operators have 2 blocks and the sheer amount of {{Zerg Rush}}ing Collapsals in the mode, the activation condition is trivial and will ensure all blocked enemies will be cut down to ribbons in short order. Finally '''Snow Doe's Gloves''' requires 3 blocked enemies to activate, so realistically it will only work for Defenders or Centurions (given the lack of block count bonus in this IS), but will buff ASPD by +80 and ''50% chance to dodge physical/arts damage''. Just getting one of these, even the most basic Frozen Carcass, is already game-changing, but stacking 2 or even all 3 will absolutely murder the map.
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* '''Peek Into the Eternal Night''', obtainable from the "Missing Mountains" encounter, grant your operators +25% atk and 25 attack speed at the cost of draining 25 health per second, and that's a bargain for the buffs it provides. Most operators have at least 800 health, so that's at most 3% health loss per second, sufficient time to place a healer to negate the minuscule health loss. And if you get the Actor's Perfume (1% health regen per sec) and some health buffs, the downside is totally negated.
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** Cutter makes for a deceptively powerful 4-star due to having extreme burst packed into her kit while being much cheaper to raise than Bibeak, Ch'en or Irene. All of her skills can hit multiple targets on land or air, and have ridiculously high ATK scalings to offset the Dualstrike archetype's moderate ATK - '''Redshift''' delivers 4 hits of up to 340% of her ATK to random targets in range (up to ''1360%'' of her ATK if only one target is in front of her), while '''Crimson Crescent''' is an [=AoE=] skill that deals up to 450% ATK to 5 targets around her and [[AntiAir deals double damage to flying units]], giving her a choice between single-target evisceration and crowd clearing. Not only do both of these have generously low SP costs, her '''Photoetched Marks''' talent gives her up to a 36% chance to recover 1 extra SP whenever she deals damage with a fully upgraded Module (which also lets her ignore 70 DEF), turning her into a SpamAttack monster that can punch through even armored foes. She's especially valuable in Integrated Strategies, as her low Hope cost makes her into a hell of a DiskOneNuke who is easy to recruit early, and her ability to synergize with a wide variety of Collectibles lets her scale even into the lategame.

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** Cutter makes for a deceptively powerful 4-star due to having extreme burst packed into her kit while being much cheaper to raise than Bibeak, Ch'en Ch'en, Irene, or Irene.Degenbrecher. All of her skills can hit multiple targets on land or air, and have ridiculously high ATK scalings to offset the Dualstrike archetype's moderate ATK - '''Redshift''' delivers 4 hits of up to 340% of her ATK to random targets in range (up to ''1360%'' of her ATK if only one target is in front of her), while '''Crimson Crescent''' is an [=AoE=] skill that deals up to 450% ATK to 5 targets around her and [[AntiAir deals double damage to flying units]], giving her a choice between single-target evisceration and crowd clearing. Not only do both of these have generously low SP costs, her '''Photoetched Marks''' talent gives her up to a 36% chance to recover 1 extra SP whenever she deals damage with a fully upgraded Module (which also lets her ignore 70 DEF), turning her into a SpamAttack monster that can punch through even armored foes. She's especially valuable in Integrated Strategies, as her low Hope cost makes her into a hell of a DiskOneNuke who is easy to recruit early, and her ability to synergize with a wide variety of Collectibles lets her scale even into the lategame.
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** The fourth Integrated Strategies mode effectively puts her in the spotlight as one of the best Operators to bring as a starter, if not ''the'' best for the simple reason that her 2nd Skill will burn and wipe any enemy mob rushing your defensive line, in a gamemode where the main difficulty of many of the harder stages comes from fast enemies {{Zerg Rush}}ing you. Reed can clear out pretty much all of the first floor stages even on higher difficulties, alleviating the EarlyGameHell of the mode, and later in the game even the dreaded Shattered Champions will have trouble getting past her as her fireballs will sustain the blockers and burn them to death while further debuffing their ATK. Once promoted, her 3rd skill is also excellent for sustaining a lineup and nuking an entire enemy rush in one go, and in particular can single-handedly clear out all of the annoying tile blockers in the first ending boss.

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** The fourth Integrated Strategies mode effectively puts her in the spotlight as one of the best Operators to bring as a starter, if not ''the'' best for the simple reason that her 2nd Skill will burn and wipe any enemy mob rushing your defensive line, in a gamemode where the main difficulty of many of the harder stages comes from fast enemies {{Zerg Rush}}ing you. Reed can clear out pretty much all of the first floor stages even on higher difficulties, alleviating the EarlyGameHell of the mode, and later in the game even the dreaded [[DemonicSpiders Shattered Champions Champions]] will have trouble getting past her as her fireballs will sustain the blockers and burn them to death while further debuffing their ATK. Once promoted, her 3rd skill is also excellent for sustaining a lineup and nuking an entire enemy rush in one go, and in particular can single-handedly clear out all of the annoying tile blockers in the first ending boss. In fact, the "Overcoming Your Weaknesses" starting squad with Reed, Popukar, and Orchid is generally considered [[ComplacentGamingSyndrome the strongest possible starting squad for runs on higher Braving Nature levels]], although you'll need the Tactical Ranged Squad to guarantee this start.

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** Both of her Modules are a small but appreciable boost to her supportive ability. DEC-X gives her bonus SP regen when enemies are in range, which stacks with her Skill Aura to further reduce her cooldowns, while its upgrades improve said Skill Aura to also provide a small ATK buff to all Supporters as well. Meanwhile, DEC-Y increases her Slow time from 0.8s to 1.2s to give her better slow uptime (especially with S2) and thus more uptime on Binding Circle, and when upgraded not only improves her Fragile (capping at 25% with Potentials and doubled with Foxfire Haze, turning it into the strongest unconditional Fragile effect in the game), but adds in an 8% Enfeeble, making enemies both deal less damage and take even more damage.
especially since unlocking her Module will ''further'' accelerate her SP generation if she has targets in range.

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** Both of her Modules are a small but appreciable boost to her supportive ability. DEC-X gives her bonus SP regen when enemies are in range, which stacks with her Skill Aura to further reduce her cooldowns, while its upgrades improve said Skill Aura to also provide a small ATK buff to all Supporters as well. Meanwhile, DEC-Y increases her Slow time from 0.8s to 1.2s to give her better slow uptime (especially with S2) and thus more uptime on Binding Circle, and when upgraded not only improves her Fragile (capping at 25% with Potentials and doubled with Foxfire Haze, turning it into the strongest unconditional Fragile effect in the game), but adds in an 8% Enfeeble, making enemies both deal less damage and take Enfeeble to weaken enemy ATK, giving her even more damage.
especially since unlocking her Module will ''further'' accelerate her SP generation if she has targets in range.
supportive power.

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** The fourth Integrated Strategies mode effectively puts her in the spotlight as one of the best Operators to bring as a starter, if not ''the'' best for the simple reason that her 2nd Skill will burn and wipe any enemy mob rushing your defensive line, in a gamemode where the main difficulty of the early stages comes from fast enemies {{Zerg Rush}}ing you. Even the dreaded Shattered Champions won't be much a problem as the fireballs will sustain the blockers and burn them to death while further debuffing their ATK. Once promoted, her 3rd skill is also excellent for sustaining a lineup and nuking an entire enemy rush in one go, and in particular can single-handedly clear out all of the annoying tile blockers in the first ending boss.

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** The fourth Integrated Strategies mode effectively puts her in the spotlight as one of the best Operators to bring as a starter, if not ''the'' best for the simple reason that her 2nd Skill will burn and wipe any enemy mob rushing your defensive line, in a gamemode where the main difficulty of many of the early harder stages comes from fast enemies {{Zerg Rush}}ing you. Even Reed can clear out pretty much all of the first floor stages even on higher difficulties, alleviating the EarlyGameHell of the mode, and later in the game even the dreaded Shattered Champions won't be much a problem will have trouble getting past her as the her fireballs will sustain the blockers and burn them to death while further debuffing their ATK. Once promoted, her 3rd skill is also excellent for sustaining a lineup and nuking an entire enemy rush in one go, and in particular can single-handedly clear out all of the annoying tile blockers in the first ending boss.



** While she lacks the offensive power of the likes of Angelina, Suzuran takes many of the strengths that other Supporters have and rolls them into one package, combining incredible crowd-control ability with potent team support. Her main merit is the talent she unlocks at Elite 2, '''Binding Circle''' which passively makes all slowed enemies in range take 20% bonus damage. Not only does this effectively buff the damage of all nearby operators (especially with more slow support), it's one of the few sources of Fragile that is not reliant on a skill, threshold, or random proc. Her entire kit is specifically designed to take advantage of that talent, with her S2 '''Childhood Frolic''' being a ''permanent'' ATK buff that also lets her target up to 3 enemies at once at Mastery 1, kind of like a weaker but permanent version of Angelina's S3; this allows to both slow multiple targets at once while also turning her into a surprisingly good lane holder. However, her third skill, '''Foxfire Haze''' is where the fun really begins - it expands her range, slows all enemies within that range, increases the effect of her Fragile by up to double, and rapidly heals all allies in range. With this skill, not only can Suzuran spread a hefty damage amp to all enemies in a huge area simultaneously, but she can also pump the survivability of her teammates (and herself) through the roof with her rapid [=AoE=] healing, all while slowing every enemy nearby to a crawl for the skill's entire generous duration. The catch is that she doesn't attack while her S3 is active, but that's basically a non-issue if one considers how much support and crowd-control power she's putting out in return. While all of her skills are gated by hefty SP costs, her '''Skill Aura - Supporter''' that increases the SP generation of all Supporters (including herself) makes this a surprisingly small issue, especially since unlocking her Module will ''further'' accelerate her SP generation if she has targets in range.

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** While she lacks the offensive power of the likes of Angelina, Suzuran takes many of the strengths that other Supporters have and rolls them into one package, combining incredible crowd-control ability with potent team support. Her main merit is the talent she unlocks at Elite 2, '''Binding Circle''' which passively makes inflicts a 20-23% Fragile onto all slowed enemies in range take 20% bonus damage. Not range, which not only does this effectively buff the functions as a universal damage of all nearby operators buff appreciable by the entire team (especially with more slow support), it's one of the few sources of Fragile that is not reliant on a skill, threshold, or random proc. Her entire kit is specifically designed to take advantage of that talent, with her S2 '''Childhood Frolic''' being a ''permanent'' ATK buff that also lets her target up to 3 enemies at once at Mastery 1, kind of like a weaker but permanent version of Angelina's S3; this allows to both slow multiple targets at once while also turning her into a surprisingly good lane holder. However, her third skill, '''Foxfire Haze''' is where the fun really begins - it expands her range, range and continously slows all enemies within that range, it, increases the effect of her Fragile by up to double, and rapidly heals all allies in her range. With this skill, not only can Suzuran spread a hefty damage amp to all enemies in a huge area simultaneously, but she can also pump the survivability of her teammates (and herself) through the roof with her rapid [=AoE=] healing, all while slowing every enemy nearby to a crawl for the skill's entire generous duration. duration; as a bonus, her healing is classified as passive regeneration, so it can even heal normally unhealable units. The catch is that she doesn't attack while her S3 is active, but that's basically a non-issue if one considers how much support and crowd-control power she's putting out in return. out, on a unit not even meant to do that much damage to begin with. While all of her skills are gated by hefty SP costs, her '''Skill Aura - Supporter''' that increases the SP generation of all Supporters (including herself) makes this a surprisingly small issue, issue.
** Both of her Modules are a small but appreciable boost to her supportive ability. DEC-X gives her bonus SP regen when enemies are in range, which stacks with her Skill Aura to further reduce her cooldowns, while its upgrades improve said Skill Aura to also provide a small ATK buff to all Supporters as well. Meanwhile, DEC-Y increases her Slow time from 0.8s to 1.2s to give her better slow uptime (especially with S2) and thus more uptime on Binding Circle, and when upgraded not only improves her Fragile (capping at 25% with Potentials and doubled with Foxfire Haze, turning it into the strongest unconditional Fragile effect in the game), but adds in an 8% Enfeeble, making enemies both deal less damage and take even more damage.
especially since unlocking her Module will ''further'' accelerate her SP generation if she has targets in range.
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Wanqing doesn't have global range with his skills.


** Wanqing follows the foot steps of being just as game-breaking as his fellow Flagbearer Operators. Like his fellow Flagbearer Operators, his skills generate large amounts of DP. However, the meat that makes him game-breaking comes from his second skill, '''Along Easterly Winds'''. This skill allows him to not only heal ''all units'' surrounding Wanqing, every ally in the field benefit from receiving ''+25 ASPD'' at Third Mastery as long as the skill is active. This also includes those not in Wanqing's surrounding range, as long as they are facing the same direction as Wanqing when he is deployed in the field, ''with no regards to which operator class they belong to''. This gimmick also applies in his talent, '''Watching the Weather''', which increases Max HP of the units surrounding him and those not in range, but facing the same direction as Wanqing when he is deployed will also receive the same benefit. Suffice to say, Wanqing proves to be a very powerful SupportPartyMember to have from his second skill and his Talent that would ensure that your squishier units get to survive longer. Additionally, he is the '''free''' operator for ''Here a People Sows'', making him far easier to build and max out his Potentials for.

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** Wanqing follows the foot steps of being just as game-breaking as his fellow Flagbearer Operators. Like his fellow Flagbearer Operators, his skills generate large amounts of DP. However, the meat that makes him game-breaking comes from his second skill, '''Along Easterly Easternly Winds'''. This skill allows him to not only heal ''all units'' surrounding Wanqing, every ally in him, the field allies in his surroundings facing the same direction as him also benefit from receiving a hefty ''+25 ASPD'' at Third Mastery M3 as long as the skill is active. This also includes those not in Wanqing's surrounding range, as long as they are facing the same direction as Wanqing when he is deployed in the field, active, ''with no regards to which operator class they belong to''. This gimmick also applies in his talent, '''Watching the Weather''', which increases the Max HP of the units surrounding him him, and those not in range, but further increases that of allies facing the same direction as Wanqing when he is deployed will also receive deployed, with it being fairly easy to face Wanqing in a way where it maximizes the same benefit. benefits of his buffs. Suffice to say, Wanqing proves to be a very powerful SupportPartyMember to have from along with his second skill and DP generation, with his Talent that would ensure ensuring that your squishier units get to survive longer.longer and your DPS units hit enemies faster. Additionally, he is the '''free''' operator for ''Here a People Sows'', making him far easier to build and max out his Potentials for.



** However, over time Blaze's cornerstone status has been challenged by the addition of many other strong laneholding operators such as Thorns, Mountain and Mudrock, and as of the release of Gavial the Invincible, the second 6-star Centurion Guard who finds a stronger niche in harder content due to her higher stats and stronger burst skills, Blaze's place as a 'must-have' in terms of the meta has faded. However, her S2's infinite duration and her natural resistance to status effects, coupled with their greater ease of acquiring as a recruitment unit compared to Gavial who is a limited unit, means she is still on the higher end of Operators, and there are still niches where she can shine where consistent range and damage is needed, and she still has no trouble shredding recent story and event content.

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** However, over time Blaze's cornerstone status has been challenged by the addition of many other strong laneholding operators such as Thorns, Mountain and Mudrock, and as of the release of Gavial the Invincible, the second 6-star Centurion Guard who finds a stronger niche in harder content due to her higher stats and stronger burst skills, Blaze's place as a 'must-have' in terms of the meta has faded. However, her S2's infinite duration and her natural resistance to status effects, coupled with their greater ease of acquiring as a recruitment unit compared to Gavial who is a limited unit, means she is still on the higher end of Operators, and there are still niches where she can shine where consistent range and damage is needed, and she needed. Blaze still has no trouble shredding recent story and event content. content, especially since her Module gives her a significant boost in effectiveness (unlike Gavial's which was considered rather mediocre).
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** The fourth Integrated Strategies mode effectively puts her in the spotlight as one of the best Operators to bring, if not ''the'' best for the simple reason that her 2nd Skill will burn and wipe any enemy mob rushing your defensive line. Even if they the dreaded Shattered Champions won't be much a problem as the fireballs will sustain the blockers will burning them to death all the same. And her 3rd skill is perfect to clear the tile blockers against the first ending boss.

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** The fourth Integrated Strategies mode effectively puts her in the spotlight as one of the best Operators to bring, bring as a starter, if not ''the'' best for the simple reason that her 2nd Skill will burn and wipe any enemy mob rushing your defensive line. line, in a gamemode where the main difficulty of the early stages comes from fast enemies {{Zerg Rush}}ing you. Even if they the dreaded Shattered Champions won't be much a problem as the fireballs will sustain the blockers will burning and burn them to death all the same. And while further debuffing their ATK. Once promoted, her 3rd skill is perfect to also excellent for sustaining a lineup and nuking an entire enemy rush in one go, and in particular can single-handedly clear out all of the annoying tile blockers against in the first ending boss.
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** However, it should be noted that Thorns is a somewhat rarer sight for developed accounts nowadays. To be fair, this isn't so much a 'Thorns' problem so much as lane holders in general due to a meta shift largely caused by the advent of incredibly powerful DPS Operators who enable much more fast-paced offensive strategies that don't depend on holding lanes as much as in the past. That said, Thorns does have a couple of issues mostly specific to him that gives him some trouble in modern content. Being the only traditional lane holder unit with absolutely no multi-targeting or area of effect on his main skill means he is often prone to being held up by a particularly tanky enemy while other enemies slip by him, but his reliance on an Offensive Recovery skill that needs to be charged twice is arguably the bigger problem, as the charging requirements not only cause him to struggle with stages that more frequently involve enemies that immediately ZergRush towards your base, but also means he interacts badly with the aforementioned DPS units such as MÅ‚ynar, Horn, Pozëmka, Typhon, etc. who deal so much damage from range that they often just end up wiping mobs off the map near instantly, giving Thorns nothing to attack and charge his skill with. On the other hand, Thorns is still worthy of GameBreaker status overall due to being the backbone for many players with smaller rosters that don't have those units for all the strengths mentioned above that he still has, meaning he hasn't fallen out of favor as badly as other units such as Blaze and can still hold his weight. In short, how well Thorns performs nowadays tends to depend on how much you need or want to rely on him, as he is still a worthy choice for players more comfortable with the 'older' meta.
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** Sadly this squad gets nerfed in the 4th IS iteration, as the main gimmick of the mode is the horde of enemies {{Zerg Rushi}}ing your team, and the squad overall lacks area damage to deal with the incoming mob quickly enough.

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** Sadly Sadly, this squad gets was indirectly nerfed in the 4th IS iteration, ''Expeditioner's Joklumarkar'', as the main gimmick many of the mode is mode's maps (especially the horde early one) focus more on hordes of enemies {{Zerg Rushi}}ing Rush}}ing your team, and the squad overall lacks area damage to deal with the incoming mob quickly enough.



* The '''Special Training Squad''' is unlocked by accumulating a total of 1000 Command EXP over many runs. It grants 3 objective shields for an easier early game, but most importantly, it makes all Operator promotions ''free of charge, regardless of rarity.'' This is an extremely powerful boon that can let you build up your squad much faster, and makes it so that you only ever have to worry about recruitment costs, letting you easily promote anyone with the right voucher.
* Once it becomes unlocked, the '''Bosky Passage''' node can be your best friend, giving you the option to use 1 Anti-Interference Index and head to a mini-floor where you'll be hit with a map condition that can either be purely beneficial, detrimental, or anywhere in between. Unlike ''Mizuki & Caerula Arbor's'' Wander into Wonderland which would guarantee several grueling battles followed by what could easily be ThatOneBoss if your team isn't in top form (especially on an early floor), Bosky Passages will, at worst, give you some Emergency battles that you'd normally find on the original floor anyways, and at best will offer nothing but shops, encounters, and items, letting you pick up more goodies than you'd normally be able to get at the time. Although it ''can'' screw you over if you get unlucky or overestimate your strength before entering, it's relatively easy to prepare for if you know what you're doing, and if frequently taken can result in you practically swimming in Command XP and items to snowball into the later floors.

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* The '''Special Training Squad''' is unlocked by accumulating a total of 1000 Command EXP over many runs. It grants 3 objective shields for an easier early game, but most importantly, it makes all Operator promotions ''free of charge, regardless of rarity.'' This is an extremely powerful boon that can let you build up your squad much faster, and makes it so that you only ever have to worry about recruitment costs, letting you easily promote anyone with the right voucher.
voucher. The only real downside to this squad is that it doesn't affect recruit costs unlike the Tactical squads, which on higher difficulty levels forces players to rely on a lucky starting buff to get a 6-star start due to the raised Hope costs of all units.
* Once it becomes unlocked, the '''Bosky Passage''' node can be your best friend, giving you the option to use 1 Anti-Interference Index and head to a mini-floor where you'll be hit with a map condition that can either be purely beneficial, detrimental, or anywhere in between. Unlike ''Mizuki & Caerula Arbor's'' Wander into Wonderland which would guarantee several grueling battles followed by what could easily be ThatOneBoss if your team isn't in top form (especially on an early floor), Bosky Passages will, at worst, give you some Emergency battles that you'd normally find on the original floor anyways, and at best will offer nothing but shops, encounters, and items, letting you pick up more goodies than you'd normally be able to get at the time. Although it ''can'' screw you over if you get unlucky or overestimate your strength before entering, it's relatively easy to prepare for if you know what you're doing, and if frequently taken can result in you practically swimming in Command XP and items to snowball into the later floors. It does get more risky at higher difficulties, as Emergency Battles can spell trouble with the floor debuffs along with Anti-Interference Index being more scarce, but the payoff remains just as good if not moreso due to the higher importance of a strong arsenal.
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* On the other hand, the '''Agent''' Vanguard archetype has managed to not only become a competitor but even a frequently preferred option over Standard Bearers due to bringing the utility of a fast redeploy DPS unit without compromising their DP generating ability unlike other Vanguard archetypes, and in fact have DP generation rates that match and potentially even ''exceed'' Standard Bearers with the condition of having a target to attack. They offer solid damage and increased range over other melee Vanguards at half the redeploy rate of most units, giving them great role compression that lets them perform the role of an Executor specialist when DP is not needed and retreat off the field once their task is done, making them a very effective and versatile option that usually does the task of a Standard Bearer just as well if not better unless non-conditional DP generation or the utility offered by specific Standard Bearers is absolutely required. Not only that, but Agents can actually function decently well even without Bagpipe's talent, as two of the three current members of the archetype carry an on-deploy activation skill while the third has a Power Strike-type skill, and while these skills generally have a slightly lower DP generation rate compared to their chargeable skills, they are still effective thus giving the advantage of not needing to also add Bagpipe to a squad if players are lacking her or if they cannot fit her into a certain squad. It's telling that Cantabile and Ines both quickly became staple Vanguards in the meta after their release, while the "weaker" Agent, Puzzle, whose skills are Offensive Recovery and thus have rather poor synergy with the archetype's HitAndRunTactics playstyle, is still an above average unit and a relatively useful welfare.
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** Sadly this squad gets nerfed in the 4th IS iteration, as the main gimmick of the mode is the horde of enemies {{Zerg Rushi}}ing your team, and the squad overall lacks area damage to deal with the incoming mob quickly enough.
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** The fourth Integrated Strategies mode effectively puts her in the spotlight as one of the best Operators to bring, if not ''the'' best for the simple reason that her 2nd Skill will burn and wipe any enemy mob rushing your defensive line. Even if they the dreaded Shattered Champions won't be much a problem as the fireballs will sustain the blockers will burning them to death all the same. And her 3rd skill is perfect to clear the tile blockers against the first ending boss.

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** His module makes him even stronger by giving him 15% physical dodge as a trait, which alleviates his lack of self sustain a bit. The real upgrade however is the buff to his second talent, which makes him gain 4 SP when his skill kills an enemy and gain 1 SP otherwise if it fails to kill. It allows him to get S3 to its full power sooner while spamming it more frequently once set up, increasing the potency of his strikes.




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* '''[[Characters/ArknightsGuardsRToZ Zuo Le]]'''
** Zuo Le is a surprisingly powerful operator despite being a Soloblade Guard, which is an archetype that has historically struggled with various contents in the game, due to his complementary talents and skills. His first talent, '''Candlelit Shadow''', grants him only +70 ASPD when his HP falls below 50% with a fully upgraded module, but he makes up for it by buffing his SP recovery speed by +2.3 SP/s, more than ''tripling'' his SP regeneration. It's already a powerful talent on its own, but his second talent, '''Code of Virtue''', doubles down on this by giving him a 20% chance to generate 1 SP every time he attacks, which more than triples to 70% when his HP falls below 50%. Both of these feed well into his primary skills due to their low cooldowns, with his second and third skills costing ''20'' SP and ''25'' SP, respectively, and that's before getting into their effects. His S2, '''Treacherous Journey''', when fully mastered cuts his HP by half, but grants him a HP-based shield similar to Penance that scales to 120% of his max HP and can stack up to 200% of his max HP, giving him what's effectively a ton of extra HP without disabling the buffs from his talents. He also gets a +170% ATK buff and a +1 block count buff while striking both enemies at the same time, basically turning him into a pseudo-Reaper Guard. Meanwhile, his S3, '''Glory Be to Yan''', makes him immediately slash 7 times to the three tiles in front of him, with 6 of the slashes each dealing 245% of his ATK as damage to 3 enemies, while the last slash deals ''490%'' of his ATK as damage and stuns those hit for 5 seconds at M3, giving him time to get his skill running again without his targets attacking or getting past him. The skill additionally triples his trait HP recovery and converts the HP gained to a shield that can get up to 200% of his max HP. Such a ridiculously cheap and potent combination of damage, survivability, and utility allow him to tank most types of damages reliably, since his shield can absorb both physical and Arts damages without RNG, deal damage just as hard in the process of regenerating his shield, and address the Soloblade Guard's 1-block weakness by directly buffing his block count or dealing a multi-target stun. The only downside is his shield gradually decaying once his skill ends, but the low effective SP cost means he's likely to survive with only a little hit to his actual HP until he can regain his shield should the worst happen.
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* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other (or even themselves if you have multiple of one kind) on the same node, which can greatly ease the difficulty; if you have enough Foldartals, there's nothing stopping you from throwing ''all'' of the buffs onto a single tough node to steamroll it. Even the non-combat Foldartals can be a huge boon, as they can let you quickly gather more tools through plain old resource gain or changing nodes into shops, or even ''replace'' potentially run-ending battles with more beneficial nodes.

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* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other (or even themselves if you have multiple of one kind) on the same node, which can greatly ease the difficulty; if you have enough Foldartals, there's nothing stopping you from throwing ''all'' of the buffs onto a single tough node to steamroll it. Even the non-combat Foldartals can be a huge boon, as they can let you quickly gather more tools through plain old resource gain or changing nodes into shops, shops or Bosky Passages (see below), or even ''replace'' potentially run-ending battles with more beneficial nodes.
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* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other on the same node, which can greatly ease the difficulty; if you have enough Foldartals, there's nothing stopping you from throwing ''all'' of the buffs onto a single tough node to steamroll it. Even the non-combat Foldartals can be a huge boon, as they can let you quickly gather more tools through plain old resource gain or changing nodes into shops, or even ''replace'' potentially run-ending battles with more beneficial nodes.

to:

* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other (or even themselves if you have multiple of one kind) on the same node, which can greatly ease the difficulty; if you have enough Foldartals, there's nothing stopping you from throwing ''all'' of the buffs onto a single tough node to steamroll it. Even the non-combat Foldartals can be a huge boon, as they can let you quickly gather more tools through plain old resource gain or changing nodes into shops, or even ''replace'' potentially run-ending battles with more beneficial nodes.
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** Following in the same footsteps as Myrtle (as detailed below), Elysium emerged as the premier DP dispenser in the game, generating up to a whopping ''18'' points with his S1, and ''20'' through his S2, and he's only marginally more expensive to deploy than her. As icing on the cake, Elysium's '''Sniper Support''' talent also passively reduces the cost for all Sniper operators, making him invaluable if you're looking to place down more expensive units like Meteorite or Executor, and the [[MoreDakka [=ASPD=] increase]] he offers them can turn some (Exusiai, wink wink!) into literal murder machines. Not to mention, his S2 '''Monitor''' grants him conditional TrueSight on up to four enemies, making him the only melee operator aside from [=SilverAsh=] to be able to see cloaked units, along with applying speed and defense debuffs on affected enemies, which gives him extra utility in stalling and enabling physical DPS.

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** Following in the same footsteps as Myrtle (as detailed below), Elysium emerged as the premier DP dispenser in the game, generating up to a whopping ''18'' points with his S1, and ''20'' through his S2, and he's only marginally more expensive to deploy than her. As icing on the cake, Elysium's '''Sniper Support''' talent also passively reduces the cost for all Sniper operators, making him invaluable if you're looking to place down more expensive units like Meteorite or Executor, and the [[MoreDakka [=ASPD=] increase]] he offers them can turn some (Exusiai, wink wink!) into literal murder machines. Not to mention, his S2 '''Monitor''' grants him conditional TrueSight on up to four enemies, making him the only one of a rare few melee operator aside from [=SilverAsh=] to be able to operators that can see cloaked units, along with applying speed and defense debuffs on affected enemies, which gives him extra utility in stalling and enabling physical DPS.



*** His talent '''Leader''' naturally reduces the redeployment timer of everyone else, which becomes more effective as he's promoted, which give players more breathing room in case they need to redeploy faster. This talent is tailor-made for helidropping practices, and ''especially'' synergizes well with Executor Specialists like Texas the Omertosa and Kirin R Yato. At Elite 2, he also gains the '''Eagle Eyes''' talent which confers TrueSight, making Detectors redundant and ruining the days of every enemy with invisibility. He's one of the only five operators who can do this in the game as of the time of writing, three of them being Elysium[[note]]who needs to have his S2 running and can only see up to four cloaked enemies at a time[[/note]], Tsukinogi[[note]]who needs to have her S1 activated, though she can reveal all enemies in her range like [=SilverAsh=], aside from granting some dodge to allies[[/note]], and Scene[[note]]who needs to place down her camera drones to reveal stealthed enemies, which also eats through the deployment limit as Scene is a summoner[[/note]], whereas [=SilverAsh=] does it passively and without an upper limit on how many he can reveal at once. The only operator who can match his TrueSight is Ines[[note]]Who trades range for the ability to reposition her sight more consistently[[/note]], who is a GameBreaker herself in the Vanguards folder.
*** To put things into perspective: while Hypergryph had been hard at work introducing 4 and 5-star {{Moveset Clone}}s of the other operators on this page, none so far have been able to ape [=SilverAsh=]'s repertoire, ''especially'' his True Silver Slash (seeing as it's a S3, odds are nobody under 6-star ever will), which makes him a one-of-a-kind Game Breaker in the meta. Only with the release of the utterly ridiculous 6-star MÅ‚ynar was [=SilverAsh=]'s place in the meta finally challenged (read MÅ‚ynar's own entry for elaboration) yet [=SilverAsh=] still remains as a monstrous force within the scope of the game. Nowadays, [=SilverAsh=] is mainly used for his utility rather than his damage, yet said utility is still amazing enough for him to keep his title as a game breaker.

to:

*** His talent '''Leader''' naturally reduces the redeployment timer of everyone else, which becomes more effective as he's promoted, which give players more breathing room in case they need to redeploy faster. This talent is tailor-made for helidropping practices, and ''especially'' synergizes well with Executor Specialists like Texas the Omertosa and Kirin R Yato. At Elite 2, he also gains the '''Eagle Eyes''' talent which confers TrueSight, making Detectors redundant and ruining the days of every enemy with invisibility. He's one of the only five operators who can do this in the game as of the time of writing, three of them being Elysium[[note]]who needs to have his S2 running and can only see up to four cloaked enemies at a time[[/note]], Tsukinogi[[note]]who needs to have her S1 activated, though she can reveal all enemies in her range like [=SilverAsh=], aside from granting some dodge to allies[[/note]], and Scene[[note]]who needs to place down her camera drones to reveal stealthed enemies, which also eats through the deployment limit as Scene is a summoner[[/note]], whereas [=SilverAsh=] does it passively and without an upper limit on how many he can reveal at once. The only operator operators who can match his consistency with his TrueSight is Ines[[note]]Who are Ines,[[note]]Who trades range for the ability to reposition her sight more consistently[[/note]], consistently[[/note]] who is a GameBreaker herself in the Vanguards folder.
folder, and Sentinel Defenders with their Modules, who are limited to a smaller range.
*** To put things into perspective: while Hypergryph had been hard at work introducing 4 and 5-star {{Moveset Clone}}s of the other operators on this page, none so far have been able to ape [=SilverAsh=]'s repertoire, ''especially'' his True Silver Slash (seeing as it's a S3, odds are nobody under 6-star ever will), which makes him a one-of-a-kind Game Breaker in the meta. Only with the release of the utterly ridiculous 6-star MÅ‚ynar was [=SilverAsh=]'s place in the meta finally challenged (read MÅ‚ynar's own entry for elaboration) yet [=SilverAsh=] still remains as a monstrous force within the scope of the game. Nowadays, [=SilverAsh=] is mainly used for his utility rather than his damage, yet said utility the combination of the two is still amazing enough for him to keep his title as a game breaker.
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* The ''Lakebed Aegis'' gives one Objective Shield upon obtaining it and, if the player has ''any'' Objective Shield when entering a battle, increases the health of ''all units by 60%'' for the duration of the battle. It's relatively easy to retain at least one Shield with various items or buffs, and the HP buff from this item alone outstrips other top-tier HP buffs like the strongest +HP collectible and the Silence Foldartal (+50%) while having an easy-to-meet condition, potentially turning your entire team into nigh-unkillable juggernauts as long as you don't lose your last Shield. Furthermore, it ''stacks'' with any other HP buffs like those mentioned.

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* The ''Lakebed Aegis'' '''Lakebed Aegis''' gives one Objective Shield upon obtaining it and, if the player has ''any'' Objective Shield when entering a battle, increases the health of ''all units by 60%'' for the duration of the battle. It's relatively easy to retain at least one Shield with various items or buffs, and the HP buff from this item alone outstrips other top-tier HP buffs like the strongest +HP collectible and the Silence Foldartal (+50%) while having an easy-to-meet condition, potentially turning your entire team into nigh-unkillable juggernauts as long as you don't lose your last Shield. Furthermore, it ''stacks'' with any other HP buffs like those mentioned.
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* The ''Lakebed Aegis'' gives one Objective Shield upon obtaining it and, if the player has ''any'' Objective Shield when entering a battle, increases the health of ''all units by 60%'' for the duration of the battle. It's relatively easy to retain at least one Shield with various items or buffs, and the HP buff from this item alone outstrips other top-tier HP buffs like the strongest +HP collectible and the Silence Foldartal (+50%) while having an easy-to-meet condition, potentially turning your entire team into nigh-unkillable juggernauts as long as you don't lose your last Shield. Furthermore, it ''stacks'' with any other HP buffs like those mentioned.

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* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other on the same node, which can greatly ease the difficulty; if you have enough Foldartals, there's nothing stopping you from throwing ''all'' of the buffs onto a single tough node to steamroll it. Even the non-combat Foldartals can be a huge boon, as they can let you quickly gather more tools through plain old resource gain or changing nodes into shops, or even ''replace'' potentially run-ending battles with more beneficial nodes.



* Once it becomes unlocked, the '''Bosky Passage''' node can be your best friend, giving you the option to use 1 Anti-Interference Index and head to a mini-floor where you'll be hit with a map condition that can either be purely beneficial, detrimental, or anywhere in between. Unlike ''Mizuki & Caerula Arbor's'' Wander into Wonderland which would guarantee several grueling battles followed by what could easily be ThatOneBoss if your team isn't in top form (especially on an early floor), Bosky Passages will, at worst, give you some Emergency battles that you'd normally find on the original floor anyways, and at best will offer nothing but shops, encounters, and items, letting you pick up more goodies than you'd normally be able to get at the time. Although it ''can'' screw you over if you get unlucky or enter while underequipped, it's relatively easy to prepare for if you know what you're doing, and if frequently taken can result in you practically swimming in Command XP and items to snowball into the later floors.
* The '''Hunter's Insight''' allows all Operator's attacks to pierce through half the DEF and RES of enemy Collapsals, and briefly slow them down. Given how the Collapsals are major DemonicSpiders in this mode, anything that helps to get rid of them faster is always a massive help. The slow on hit in particular is excellent for shutting down their signature SuperSpeed, and while the DEF and RES ignore are more situational on most regular Collapsals,[[note]]They universally have very low DEF besides the Shattered Champion, and only the Distorted Casters and Collapsed Constructs have high RES.[[/note]] this is counteracted by the fact that it also works on Collapsal ''bosses'' such as the Fallen/Hollow Snowpriests, or even Eikthyrnir and Crazelyseon.
* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other on the same node, which can greatly ease the difficulty; if you have enough Foldartals, there's nothing stopping you from throwing ''all'' of the buffs onto a single tough node to steamroll it. Even the non-combat Foldartals can be a huge boon, as they can let you quickly gather more tools through plain old resource gain or changing nodes into shops, or even ''replace'' potentially run-ending battles with more beneficial nodes.

to:

* Once it becomes unlocked, the '''Bosky Passage''' node can be your best friend, giving you the option to use 1 Anti-Interference Index and head to a mini-floor where you'll be hit with a map condition that can either be purely beneficial, detrimental, or anywhere in between. Unlike ''Mizuki & Caerula Arbor's'' Wander into Wonderland which would guarantee several grueling battles followed by what could easily be ThatOneBoss if your team isn't in top form (especially on an early floor), Bosky Passages will, at worst, give you some Emergency battles that you'd normally find on the original floor anyways, and at best will offer nothing but shops, encounters, and items, letting you pick up more goodies than you'd normally be able to get at the time. Although it ''can'' screw you over if you get unlucky or enter while underequipped, overestimate your strength before entering, it's relatively easy to prepare for if you know what you're doing, and if frequently taken can result in you practically swimming in Command XP and items to snowball into the later floors.
* The '''Hunter's Insight''' allows all Operator's attacks Operators to pierce through half the DEF and RES of enemy Collapsals, and briefly slow them down.down on hit. Given how the Collapsals are major DemonicSpiders in this mode, anything that helps to get rid of them faster is always a massive help. The slow on hit in particular is excellent for shutting down their signature SuperSpeed, and while the DEF and RES ignore are more situational on most regular Collapsals,[[note]]They universally have very low DEF besides the Shattered Champion, and only the Distorted Casters and Collapsed Constructs have high RES.[[/note]] this is counteracted by the fact that it also works on Collapsal ''bosses'' such as the Fallen/Hollow Snowpriests, or even Eikthyrnir and Crazelyseon.
* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other on the same node, which can greatly ease the difficulty; if you have enough Foldartals, there's nothing stopping you from throwing ''all'' of the buffs onto a single tough node to steamroll it. Even the non-combat Foldartals can be a huge boon, as they can let you quickly gather more tools through plain old resource gain or changing nodes into shops, or even ''replace'' potentially run-ending battles with more beneficial nodes.
Crazelyseon.
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* '''Royal Alliance Treaty''' may be [[SituationalSword situational]], but it absolutely trivializes certain levels. It makes your operators [[NoSell take no damage from Sarkaz enemies]], which are usually DemonicSpiders, especially Lancers and Grudgebearers; this includes ''bosses'' like W or the Sarkaz Centurion. And if the entire map contains nothing but Sarkaz (like the aforementioned W's stage or the [[ThatOneLevel infamous Lancer map Unending]]), this item turns them into {{Breather Level}}s in an otherwise punishing mode. Although the item was indirectly nerfed in ''Caerula Arbor'' due to there being far less Sarkaz-based stages, it still completely cheeses that remain, such as the one you can get by accepting the Sarkaz dancer's invitation.

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* '''Royal Alliance Treaty''' may be [[SituationalSword situational]], but it absolutely trivializes certain levels. It makes your operators [[NoSell take no damage from Sarkaz enemies]], which are usually DemonicSpiders, especially Lancers and Grudgebearers; this includes ''bosses'' like W or the Sarkaz Centurion. And if the entire map contains nothing but Sarkaz (like the aforementioned W's stage or the [[ThatOneLevel infamous Lancer map Unending]]), this item turns them into {{Breather Level}}s in an otherwise punishing mode. Although the item was indirectly nerfed in ''Caerula Arbor'' due to there being far less Sarkaz-based stages, it still completely cheeses those that remain, such as the one you can get by accepting the Sarkaz dancer's invitation.
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* Once it becomes unlocked, the '''Bosky Passage''' node can be your best friend, giving you the option to use 1 Anti-Interference Index and head to a mini-floor where you'll be hit with a map condition that can either be purely beneficial, detrimental, or anywhere in between. Unlike ''Mizuki & Caerula Arbor's'' Wander into Wonderland which would guarantee several grueling battles followed by what could easily be ThatOneBoss if your team isn't in top for (especially on an early floor), Bosky Passages will, at worst, give you some Emergency battles that you'd normally find on the original floor anyways, and at best will offer nothing but shops, encounters, and items, letting you pick up more goodies than you'd normally be able to get at the time. Although it ''can'' screw you over if you get unlucky or are underequipped, it's pretty easy to prepare for if you know what you're doing, and if frequently taken can result in you practically swimming in Command XP and items to snowball into the later floors.

to:

* Once it becomes unlocked, the '''Bosky Passage''' node can be your best friend, giving you the option to use 1 Anti-Interference Index and head to a mini-floor where you'll be hit with a map condition that can either be purely beneficial, detrimental, or anywhere in between. Unlike ''Mizuki & Caerula Arbor's'' Wander into Wonderland which would guarantee several grueling battles followed by what could easily be ThatOneBoss if your team isn't in top for form (especially on an early floor), Bosky Passages will, at worst, give you some Emergency battles that you'd normally find on the original floor anyways, and at best will offer nothing but shops, encounters, and items, letting you pick up more goodies than you'd normally be able to get at the time. Although it ''can'' screw you over if you get unlucky or are enter while underequipped, it's pretty relatively easy to prepare for if you know what you're doing, and if frequently taken can result in you practically swimming in Command XP and items to snowball into the later floors.
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* Once it becomes unlocked, the '''Bosky Passage''' node can be your best friend, giving you the option to use 1 Anti-Interference Index and head to a mini-floor where you'll be hit with a map condition that can either be purely beneficial, detrimental, or anywhere in between. Unlike ''Mizuki & Caerula Arbor's'' Wander into Wonderland which would guarantee several grueling battles followed by what could easily be ThatOneBoss if your team isn't in top for (especially on an early floor), Bosky Passages will, at worst, give you some Emergency battles that you'd normally find on the original floor anyways, and at best will offer nothing but shops, encounters, and items, letting you pick up more goodies than you'd normally be able to get at the time. Although it ''can'' screw you over if you get unlucky or are underequipped, it's pretty easy to prepare for if you know what you're doing, and if frequently taken can result in you practically swimming in Command XP and items to snowball into the later floors.
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* The '''Hunter's Insight''' allows all Operator's attacks to pierce through half the DEF and RES of enemy Collapsals, and briefly slow them down. Given how the Collapsals are major DemonicSpiders in this mode, anything that helps to get rid of them faster is always a massive help. The slow on hit in particular is excellent for shutting down their signature SuperSpeed, and while the DEF and RES ignore are more situational on most regular Collapsals,[[note]]They universally have very low DEF besides the Shattered Champion, and only the Distorted Casters and Collapsed Constructs have high RES.[[/note]], this is counteracted by the fact that it also works on Collapsal ''bosses'' such as the Fallen/Hollow Snowpriests, or even Eikthyrnir and Crazelyseon.

to:

* The '''Hunter's Insight''' allows all Operator's attacks to pierce through half the DEF and RES of enemy Collapsals, and briefly slow them down. Given how the Collapsals are major DemonicSpiders in this mode, anything that helps to get rid of them faster is always a massive help. The slow on hit in particular is excellent for shutting down their signature SuperSpeed, and while the DEF and RES ignore are more situational on most regular Collapsals,[[note]]They universally have very low DEF besides the Shattered Champion, and only the Distorted Casters and Collapsed Constructs have high RES.[[/note]], [[/note]] this is counteracted by the fact that it also works on Collapsal ''bosses'' such as the Fallen/Hollow Snowpriests, or even Eikthyrnir and Crazelyseon.
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* The '''Hunter's Insight''' allows all Operator's attacks to pierce through half the DEF and RES of enemy Collapsals, and briefly slow them down. Given how the Collapsals are major DemonicSpiders in this mode, anything that helps to get rid of them faster is always a massive help.
* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other on the same node, which can greatly ease the difficulty.

to:

* The '''Hunter's Insight''' allows all Operator's attacks to pierce through half the DEF and RES of enemy Collapsals, and briefly slow them down. Given how the Collapsals are major DemonicSpiders in this mode, anything that helps to get rid of them faster is always a massive help.
help. The slow on hit in particular is excellent for shutting down their signature SuperSpeed, and while the DEF and RES ignore are more situational on most regular Collapsals,[[note]]They universally have very low DEF besides the Shattered Champion, and only the Distorted Casters and Collapsed Constructs have high RES.[[/note]], this is counteracted by the fact that it also works on Collapsal ''bosses'' such as the Fallen/Hollow Snowpriests, or even Eikthyrnir and Crazelyseon.
* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other on the same node, which can greatly ease the difficulty.difficulty; if you have enough Foldartals, there's nothing stopping you from throwing ''all'' of the buffs onto a single tough node to steamroll it. Even the non-combat Foldartals can be a huge boon, as they can let you quickly gather more tools through plain old resource gain or changing nodes into shops, or even ''replace'' potentially run-ending battles with more beneficial nodes.
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** And all of the above is what Ela can do even ''before'' unlocking her Module. With her Module unlocked, it allows Ela to be deployed on ground tiles, and her traps on high tiles. It takes all of Ela's already incredible strengths and makes them even ''more'' flexible and versatile, practically letting her control the entire battlefield as she wishes.

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** And all of the above is what Ela can do even ''before'' unlocking her Module. With her Module unlocked, it allows Ela to be deployed on ground tiles, and her traps on high tiles. It takes all of Ela's tiles, basically letting you deploy her ''anywhere'' on the map. As if her already incredible impressive strengths and makes them even ''more'' weren't enough, she now becomes significantly more flexible and versatile, practically letting her control for positioning, creating an exceptionally powerful Specialist that can moonlight as several different classes depending on the entire battlefield as she wishes.player's needs.
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** As the 6-star of the second ''Rainbow Six Siege'' crossover banner, Ela brings a powerful and unique playstyle, playing more like a Sniper with a lot more utility. As a Trapmaster, she carries the '''Grzmot Mines''' as her traps of choice. Unlike the previous Trapmasters however, the Grzmot Mines aren't as plentiful to deploy, and don't deal any damage, but have a wider blast detection radius, and Ela's skills influence what kind of effects the mines will have. Her second skill, '''Shock and Hold''', causes the Grzmot Mines to stun all enemies caught in the blast, and when the skill is activated, Ela's attack range shortens, but she gains a massive DEF steroid, and her attacks deal AOE damage that pierces a hefty ''800'' DEF at max Mastery. This skill makes Ela a powerful ranged bruiser that can blast apart hordes of enemies while being significantly more durable than your usual Sniper. Her third skill, '''"Bosak Tempest"''', causes the Grzmot Mines to slow all enemies in the blast, and also inflicts a 35% Fragile debuff on them at max Mastery, and activating the skill grants her a +90% ATK buff and a shortened attack interval with 40 bullets to prioritize killing enemies affected by the mines, which makes Ela an incredibly powerful killer that manages to outdamage her fellow Team Rainbow member Ash and her S2. This is all compounded by her second talent '''Bull's Eye''', which gives her attacks a chance to crit for extra damage, and the chance becomes guaranteed against enemies hit by the Grzmot Mines. Her sole downside is that her Grzmot Mines are slower to generate and require her to manually activate her skills to obtain more, and she can only hold 4 at a time, but the sheer utility and damage she can pump out more than makes up for it.

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** As the 6-star of the second ''Rainbow Six Siege'' crossover banner, Ela brings a powerful and unique playstyle, playing more like a Marksman Sniper with a lot more utility. As a Trapmaster, she carries the '''Grzmot Mines''' as her traps of choice. Unlike the previous Trapmasters however, the Grzmot Mines aren't as plentiful to deploy, and don't deal any damage, but have a wider blast detection radius, and Ela's skills influence what kind of effects the mines will have. Her second skill, '''Shock and Hold''', causes the Grzmot Mines to stun all enemies caught in the blast, and when the skill is activated, Ela's attack range shortens, shortens to that of a Heavyshooter Sniper/Splash Caster, but she gains a massive ''+300%'' DEF steroid, and her attacks deal AOE damage that pierces a hefty ''800'' DEF at max Mastery. This skill makes Ela a powerful ranged bruiser that can blast apart hordes of enemies while being significantly more durable than your usual Sniper. Her third skill, '''"Bosak Tempest"''', causes the Grzmot Mines to slow all enemies in the blast, and also inflicts a 35% Fragile debuff on them at max Mastery, and activating the skill grants her a +90% ATK buff and a shortened attack interval with 40 bullets to prioritize killing enemies affected by the mines, which makes Ela an incredibly powerful killer that manages to outdamage her fellow Team Rainbow member Ash and her S2. This is all compounded by her second talent '''Bull's Eye''', which gives her attacks a chance to crit for extra damage, and the chance becomes guaranteed against enemies hit by the Grzmot Mines. Her sole downside is that her Grzmot Mines are slower to generate and require her to manually activate her skills to obtain more, and she can only hold 4 at a time, but the sheer utility and damage she can pump out more than makes up for it.
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* '''[[Characters/ArknightsSpecialists Ela]]'''
** As the 6-star of the second ''Rainbow Six Siege'' crossover banner, Ela brings a powerful and unique playstyle, playing more like a Sniper with a lot more utility. As a Trapmaster, she carries the '''Grzmot Mines''' as her traps of choice. Unlike the previous Trapmasters however, the Grzmot Mines aren't as plentiful to deploy, and don't deal any damage, but have a wider blast detection radius, and Ela's skills influence what kind of effects the mines will have. Her second skill, '''Shock and Hold''', causes the Grzmot Mines to stun all enemies caught in the blast, and when the skill is activated, Ela's attack range shortens, but she gains a massive DEF steroid, and her attacks deal AOE damage that pierces a hefty ''800'' DEF at max Mastery. This skill makes Ela a powerful ranged bruiser that can blast apart hordes of enemies while being significantly more durable than your usual Sniper. Her third skill, '''"Bosak Tempest"''', causes the Grzmot Mines to slow all enemies in the blast, and also inflicts a 35% Fragile debuff on them at max Mastery, and activating the skill grants her a +90% ATK buff and a shortened attack interval with 40 bullets to prioritize killing enemies affected by the mines, which makes Ela an incredibly powerful killer that manages to outdamage her fellow Team Rainbow member Ash and her S2. This is all compounded by her second talent '''Bull's Eye''', which gives her attacks a chance to crit for extra damage, and the chance becomes guaranteed against enemies hit by the Grzmot Mines. Her sole downside is that her Grzmot Mines are slower to generate and require her to manually activate her skills to obtain more, and she can only hold 4 at a time, but the sheer utility and damage she can pump out more than makes up for it.
** And all of the above is what Ela can do even ''before'' unlocking her Module. With her Module unlocked, it allows Ela to be deployed on ground tiles, and her traps on high tiles. It takes all of Ela's already incredible strengths and makes them even ''more'' flexible and versatile, practically letting her control the entire battlefield as she wishes.
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* The '''Foldartals''' are a new system introduced in this mode, a set of sigils that come in a top (node selection) and bottom half (effect selection), and can be combined to create new benefits that also lower your Collapse level. The highly powerful Foldartals in particular are '''Sing, Silence,''' and '''Debate,''' which grant +50 ASPD, +50% max HP, and -30% redeployment time respectively when entering combat, and should you trigger a Concord (when the top and bottom halves are matching colors), they also spawn a Cheering Sponsor Drone that further ramps up ASPD, a highly tanky Shieldguard Defender to help defend the blue box, and grants a random Elite Operator to join you, respectively. These are very powerful effects that can help you turn the tides in particularly difficult battles on higher Braving Nature levels, and as the cherry on top, all of these effects can ''stack'' on top of each other on the same node, which can greatly ease the difficulty.
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!!'''Introduced in''' '''''Expeditioner's Joklumarkar'''''
* The '''Special Training Squad''' is unlocked by accumulating a total of 1000 Command EXP over many runs. It grants 3 objective shields for an easier early game, but most importantly, it makes all Operator promotions ''free of charge, regardless of rarity.'' This is an extremely powerful boon that can let you build up your squad much faster, and makes it so that you only ever have to worry about recruitment costs, letting you easily promote anyone with the right voucher.
* The '''Hunter's Insight''' allows all Operator's attacks to pierce through half the DEF and RES of enemy Collapsals, and briefly slow them down. Given how the Collapsals are major DemonicSpiders in this mode, anything that helps to get rid of them faster is always a massive help.

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