Operator Information
Key:
- E2 max for HP/ATK/DEF/RES; Trust bonuses included
- Welfares regarded as Pot 6; other units regarded as Pot 1
- E0 -> E1 -> E2 for DP Cost and Block (if applicable)
6* Hunter: Ray
Trait: Attacks consume ammo and increase ATK to 120%. While not attacking, gradually reloads ammo (up to 8 ammo)
Stats
HP | ATK | Attack Interval | Deployment Cost |
---|---|---|---|
1933 | 1192 | 1.6s | 17 -> 19 -> 21 |
DEF | RES | Block | Redeploy Time |
228 | 0 | 1 | 70s |
Trust bonus: ATK +120
Potential gains:
Potential 2 | Potential 3 | Potential 4 | Potential 5 | Potential 6 |
---|---|---|---|---|
DP Cost -1 | Redeployment Time -4 | ATK +37 | Improves Second Talent | DP Cost -1 |
Talents
- Talent 1
Ray can deploy a Sand Beast within her Attack Range that scouts a certain area, lasting for 25 seconds and extending her Attack Range; Ray prioritizes attacking targets in the Sand Beast’s range and the Physical Damage dealt by Ray is increased by 15%
Note: The Sand Beast’s range is the surrounding 8 tiles.
- Talent 2
Attacks on the same target increase ATK by 8% (9%), stacking up to 3 times
Skills
- S1: 10/12 (10/10) Initial SP, Automatic Recovery, Manual Activation
Immediately attacks the target with a special bullet, dealing 360% (450%) ATK as Physical Damage and pushing the target away with medium (large) force. If the target is defeated, the next reload will grant additional ammo.
Can store 1 (2) charge(s)
- S2: 0/16 (0/16) Initial SP, Offensive Recovery, Automatic Activation
Passive: When the Sand Beast retreats, recovers all bullets that hit the scouted area
Active: Ray’s Attack Range expands; ATK +90% (+120%); Redeployment Time of the Sand Beast is reduced by 30% (40%)
Unlimited duration
- S3: 20/33 (20/30) Initial SP, Automatic Recovery, Manual Activation, 16s Duration
Ray immediately stops attacking until ammo is fully reloaded; reload interval -1.2 seconds; Attack Range expands. Attacks deal 270% (330%) ATK as Physical Damage and Bind the target for 2s . If an enemy is defeated during the skill, restores 10 SP at the end of the skill.
Base Skills
E0: When assigned to the Workshop to process Elite Materials, byproduct rate increases by 75% (E2: 80%)
E2: When assigned to the Workshop to process Elite materials, any byproducts of T3 quality produced will be Orirock Clusters
5* Primal Caster: Warmy
Trait: Attacks deal Arts Damage and additional Elemental Damage
Stats
HP | ATK | Attack Interval | Deployment Cost |
---|---|---|---|
1358 | 646 | 1.6s | 18 -> 20 -> 20 |
DEF | RES | Block | Redeploy Time |
106 | 15 | 1 | 70s |
Trust bonus: ATK +65
Potential gains:
Potential 2 | Potential 3 | Potential 4 | Potential 5 | Potential 6 |
---|---|---|---|---|
DP Cost -1 | Redeployment Time -4 | ATK +25 | Improves Talent | DP Cost -1 |
Talent
Enemies within Warmy’s Attack Range receive 300% (320%) ATK as Elemental Damage when Burn Fallout is triggered
Skills
- S1: 6/23 (10/20) Initial SP, Automatic Recovery, Manual Activation, 20s Duration
ASPD +70 (+100); attacks deal 15% of Arts Damage dealt as Burn Damage
- S2: 10/20 (12/20) Initial SP, Automatic Recovery, Manual Activation, 15s Duration
Attack Interval +0.9 seconds; ATK +170% (+200%); attacks 2 targets simultaneously
Charged: Attacks 3 targets simultaneously instead; skill duration increased to 30 seconds; attacks deal an additional 50% ATK as Elemental Damage to targets under Burn Fallout
Base Skills
E0: When assigned to a Dormitory, restores +0.15 (E2: +0.2) Morale per hour to all Operators assigned to that Dormitory (Only the strongest effect of this type takes place)
E2: When assigned to a Factory, Precious Metal formula related productivity +30%
Credits:
AK’s cutest banner!
Warmy seems aggressively mediocre and her better base skill is locked behind E2.
Ray seems really solid, I was a bit worried about Hunters after Coldshot being janky. GUARANTEED ORIROCK CLUSTERS WTF mudrock dead