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Arknights: Mastery Priority Guide - Episode 12 - All Quiet Under the Thunder Update

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Introduction

RIP in pieces to Contingency Contract. You will be missed. On one hand, it does feel pretty bad knowing the replacements (POO and DOS) are so poor in comparison, but on the other I'll sure be glad to not deal with ATK down tag daily-maps anymore. Regardless, time marches on, and now we enter a fairly interesting period of content. Let's dive in.

This article specifically covers the new units from the Episode 12 - All Quiet Under the Thunder event, You can find the full version of the guide here, or on the banner below which covers all of the other noteworthy Masteries in the game

FAQ and Banner Discussion

Q:  Should I pull?

A:  Yes.  While Ines is not quite as insane as the recent Yato alter, she is by far the best new unit until Typhon.  Unless Limited FOMO (fear of missing out) matters to you, which it will for many given Muelsye's popularity, there is little reason to skip Ines.  She is a key part of the endgame meta, and even if that doesn't appeal to you, she is by far the best Vanguard pick in IS as well which is especially valuable since Vanguard tickets tend to be bad picks otherwise.  Meta-wise, there is no reason to skip this banner.

Q:  Why is Ines so special?  Flagpipe has been the meta for years, so what changed?

A:  Ines can be a little difficult to appreciate, and I am guilty of it myself as my early lookahead illustrated.  We've just concluded a period of extremely overpowered DPS units, and when compared to the likes of Yato and Texas, she can seem a bit underwhelming.  After all, her damage output is similar to that of Phantom and didn't we just get done talking about how badly powercrept he is?  Instead, Ines' power largely comes from her team role, bringing together nearly everything you could want out of a Vanguard slot, roles which were previously spread out over a smattering of often subpar units.

Much of it is self-evident such as the utility of her reduced deployment time or her strong damage (for a fast redeploying Vanguard).  However, some of it is more subtle and easy to overlook.  Her Bind can seem underwhelming at first since it's only applied once, however the fact it's applied on first attack is a tremendous asset.  Along with her range and damage, it helps her with early holds that are often a war of attrition.  She lasts much longer than any other Vanguard, who would all be forced to block or require outside help, and she continues to hold that value throughout the entire stage.  The new Steal aspect is also incredibly powerful.  It's easy to overlook that the effective impact is double the displayed number.  She doesn't only apply a debuff, but applies a buff to herself too, and the base 90 value of the ATK Steal is more than 10% even on many elites.  

To put it another way, she effectively has 400 DEF and 720 ATK *base*, plus 5 seconds of free attacking.  All in a FRD package.  Then on top of all of that she has expanded range, persistent snare, persistent invis reveal, ASPD steal, invisibility (the invulnerable kind), a flying dagger... the list just goes on and on.

Simply put, Ines in total is a tremendous team asset thanks to just how many roles she covers.

Now, I can already hear some people saying, "But Flagbearers have lots of utility too!"  However, if you look at them a bit closer they tend to be quite specific.  All three have good utility, but it's all circumstantial.  Myrtle only heals other Vanguards which may or may not be useful. Elysium primarily works with Snipers or against Invisible enemies, and while Saileach's damage amp is useful against everyone, it isn't as good as actually doing the damage in the first place.  Hopefully you can readily see how Ines' utility tends to be more generally applicable, which only really leaves DP generation as the advantage for Flagbearers.  

Of course, DP generation is a big advantage, but it's also an overkill one in most content and Ines is competitive even in that regard.  Ines' S2 is actually comparable DP generation to a Flagbearer's S1, with the main difference being reliability in the Flagbearer's favor (since Agents need a target to attack), while Ines' S3 has a similar comparison to most Pioneer's.  That reliability difference can and does matter.  It's not as if Flagbearers are suddenly bad (common default Vanguard team component is Bagpipe + Ines + 1 Flag), but hopefully you can see how, mixed with the utility, Ines' ceiling is much higher than any Vanguard we've had before.

Q:  I already have Cantabile raised.  Should I still pull for and raise Ines?  Is this situation the same as Saileach was with Myrtle/Elysium?

A:  Some background for the newer players, when Saileach came out, many people, myself included in this very article series, cautioned against overreacting.  She represented only a modest improvement over Myrtle and Elysium, and an extremely costly one at that.  That is not the case here.  Ines is a significant and worthwhile improvement over Cantabile.

If you have already used Cantabile then you probably have a good sense of how powerful Agents are already.  Now take that, double the damage and greatly improve the utility.  Compare that to Saileach and Elysium, where Saileach had identical DP gen and arguably only different utility rather than better.  Cantabile is still a good unit.  You can never have too many FRDs.  But Ines is significantly better in nearly every way.  The only edge Cantabile still holds is her ammo mechanic that can let her retain her stealth, but otherwise Ines is a very big upgrade.

Q:  Should I pull for Ines potentials?

A:  This is mercifully the last time I have to include this question for a while.  If you've been reading my articles the last couple months you already know the answer.  No.  They just aren't worth the cost.  Of course, Ines does have pretty good potentials as all FRD-adjacent units do.   However, in Ines' case they matter a little less than normal since her S2 cycle is already so short.  The difference in redeployment times just doesn't matter as much in Ines' case as it does with Texas or Yato, although her pot4 is notable since it allows for an extra attack per skill cycle.

Q:  With the main EX banners now behind us, what is the suggested pull order ahead?

A:  Fortunately, pull pressure ahead of us isn't quite as bad as it's been in the last six months.  There are some good units ahead of us, but nothing to the degree that Mlynar/Texas/Reed/Yato were.  Ines, Typhon, and Eyjafjalla the Hvit Askr are the top meta targets.  After those three, things are much more open.  While some are stronger than others, no one else is really essential, so there's a lot of flexibility in preferences.  Executor and Muelsyse are the strongest of the pile, Jessica the Liberated is a step below, while Ho'olheyak and Swire bring up the rear.  Although be aware that despite being a bad general unit, Ho'olheyak seems to crop up in Advanced scenarios on occasion due to her utility.

For the 4 and 5★s, we are entering a period of frustrating and intense mediocrity.  There are a couple that border on usable, but the only one that can remotely be described as good is Insider, who is a welfare.

Note that the above suggestions do not account for the brand new Chapter 13 banner.  However, my first impressions of Hoederer are cautious so I don’t think too much will change.

Also be aware that there is a good chance Typhon comes AFTER Eyjafjalla, rather than before.  This is because Typhon's event is the lead in for IS#4, however the last IS#3 update is in January which is when Eyja's event will run due to the anniversary.  So odds are Typhon will be delayed until February to lead into IS#4 in March.

Q:  Any Module thoughts this patch?

A:  Global - All Quiet Under the Thunder - This patch on global is a pretty good one Module-wise, featuring two highly anticipated archetypes.

  • Phalanx Casters and Lin - The Phalanx Modules are great across the board and if they are regulars on your team, all four are easily justifiable.  However, as I noted in the Vernal Winds update, Lin's is the special one.  The universal effect of maintaining their bulk is a huge boon to the archetype, but Lin gets a double whammy effect since it inflates the threshold of her shield, rendering her nigh invulnerable.  Then, if that wasn't enough, the upgrade effects help her awful cycle too.  While her damage still won't blow you away, Lin with her Module is one of the most useful and versatile Casters in the current game.  As promised, her grades and write-up have been updated to reflect this.  They are included below in this update as well as on her operator page and the main guide.
     
  • Trapmasters and Dorothy - Although not quite as good as the Phalanx Modules, the Trapmaster set is still a solid set of Modules that are justifiable on all three.  As typical, the 6★ Dorothy is the standout, and her Module extends what she's capable of.  However, unlike Lin, Dorothy's Module doesn't really change her as a unit so her grades will be unchanged.  Her S1 does become a bit more appealing since its higher multiplier benefits from the crit mines more, however I've opted to leave it ungraded since it's still an expensive fringe thing.  Her write-up has been slightly updated to at least note the interaction though.
     
  • Nian and Ceobe - Neither of their second Modules are bad exactly, but for both Nian and Ceobe, their first Modules are the preferred ones.  For Nian, her first Module gives more bulk with the only benefit of the second being the extra block.  For Ceobe, her first just does more damage overall.

CN (lookahead) - Come Catastrophes or Wakes of Vultures

Abjurers are not a good class, and the Modules here don't change anything, however Quercus' Module is surprisingly good and it raises an interesting question I'll have to answer in the next update.  There was already a stark difference in usability among the 5★ Abjurer's since Quercus' Shelter talent is actually useful, and the Modules further exacerbate this difference as well as playing to Quercus' off-Medic healing niche.  She is a shocking good off-Medic, hitting some of the highest effective ST HPS available between her Shelter and Healing.

Some have even said she's better than Silence the Paradigmatic now, and while I won't quite go that far, it raises an interesting question for this guide.  Quercus' S1 is currently ungraded.  Supposing we take Quercus and Silence2's value to be roughly the same (there isn't a perfect comparison between their skills), that implies either Quercus' S1 should be graded, OR Silence should not be graded.

The only ungraded 6★ in the guide is Vigil, and I'm of the camp that Silence2 is somewhat underrated.  This leans me towards the idea that Quercus' S1 will get a grade promotion in the future, rather than leave Silence2 ungraded.  I'm not ready to commit to either as of this writing, but since Lone Trail is next, I guess I'll have to decide pretty soon.

tl;dr Quercus' Module is pretty good, but no Abjurer justifies the cost yet.

CN (lookahead) - Episode 13

I'll save the longer review for the Lone Trail patch.  In addition to this patch being quite wordy, whatever is announced in the CN livestream soon has a good chance to affect how I discuss Ebenholz' third Module.  That said, the Fortress Modules are quite good!

Q:  "The shilling myself question"

A:  If you missed it in the previous updates, I published my first fictional work.  You can find the clean version of it over on AO3 here.

Episode 12 - All Quiet Under the Thunder

Ines

Skill
Mastery
Story
Advanced
Roguelike
S2M3 S++ S++ S++
S3M3 B+ A+ B+

Ines is the best single Vanguard in the game which is really saying something given how long Flagpipe has been at the forefront of the meta. She is really the best of all worlds across the board, mixing good DP generation, strong damage, and a huge heap of good quality utility. Of particular note are her Steal and Bind utilities, which make her incredibly valuable in both early holds and late holds, a value no other Vanguard can match.

As far as Masteries, she is a solid M6 consideration, but her S2 comes out ahead by fair margin. Both S2 and S3 have comparable DP generation during skill uptime, thanks to the ASPD Steal on S2. However, the charge time on S2 is so short that it tends to come out significantly ahead, in addition to Invisibility and Attack Range utility. Bagpipe even mitigates the potential windup problem. Mastery is particularly important on S2 as well, upping the Steal, damage, and very important SP cost.

In comparison, S3 leans a bit more towards the gimmick-y side. It has more damage potential and similarly strong Mastery gains, which on a unit as powerful as Ines, makes S3 a worthy secondary Mastery consideration. However, much of that is reliant on the flying dagger which makes it more situational, and you lose a lot of flexibility in exchange since her redeployment time is much longer than S2's cycle time.

Pass on her S1. It may find some occasional value as an AFK skill or as a source of Arts damage, and is an improvement over Puzzle's similar S1, however it just doesn't compare well to S2 or S3. If you need damage, you won't be using the skill, and if the initial activation matters, you'll be using the instantly available and more impactful S3 instead (or S2 + Bagpipe) leaving relatively little space for S1 to be useful.

Cement

Skill
Mastery
Story
Advanced
Roguelike
S2M3 None
S1M3 None

Duelist Defenders do not have an easy go of things. One-block with their trait restrictions (even with Modules) puts all of them in a tough spot across the board, yet their stats are often high enough that they manage to at least carve out meaningful niche usage. In Cement's case, she has actually found some use in her raw defensive bulk whose potential is unmatched even at higher rarities. Now, that is rarely an essential thing, and a relatively bad downtime time further shrinks that potential niche, so it's hard to recommend investment, but if you are looking to raise a nicher option, Cement's S2 is the target and Mastery adds a huge amount to her potential bulk.

Additionally, Cement is a fairly popular character thanks to a variety of memes, so if you are looking to use her as a more every day option, then her S1 is a passable damage skill. However a relatively high SP cost mixed with the archetype trait make it a very suboptimal option, so most people won't find it worth the cost.

Humus

Skill
Mastery
Story
Advanced
Roguelike
S1M3 None

Reapers are a natively strong archetype, which means Humus is usable should you want. However, since he is inferior to Highmore who is freely available, there isn't much other reason to raise him. This guide tends to judge units on their own merits, yet despite that, Humus remains ungraded due to some truly atrocious gains over Mastery. Even the lower 4★ Mastery costs are difficult to justify here. Should you want to Master a skill on him anyway, go with S1. Even if you can maintain S2's Vigor threshold, which is difficult, S1 will generally outperform it overall. Even then, as noted, the gains are incredibly poor, with S1M3 barely cracking 5.5% more DPS than SL 7 (for reference, 15% is a more typical number).

Morgan

Skill
Mastery
Story
Advanced
Roguelike
S1M3 None

The Glasgow Gang gets another subpar member. Morgan is not generally worth investing in, although for a Dreadnaught, she could be worse. With her S1 she has a strong cycle that hits hard for the rarity. She can do some decent damage! That still isn't worth too much given her reliance on external sustain in order to not outright die, but it's still at least worth acknowledging if you'd like to raise her. Pass on her S2 which is just a poor-man's pre-Module Skadi (not a compliment). While it has a higher damage potential, the barrier effect only lasts a few seconds which makes it useless, and the practical cycle time is incredibly poor since she has no redeployment time reduction. Perhaps S2 might find some use if her Talent 2 wasn't restricted to one chapter, but in the general game, it ends up being a very poor option.

Lin

Skill
Mastery
Story
Advanced
Roguelike
S3M3 A+ * A * S- *

Lin is not available as a rate-up on this banner. However, her grades and write-up have been updated in the main guide as a result of her new Module with this patch. That update is also included here for reference.

* Note that this skill is graded assuming that Lin has her PLX-X Module at level 3. If you do not plan to get this unit's upgraded Module, treat the priority of this skill significantly lower.

Lin is a unit who is reliant on her Module to truly reach her potential. Without it, she is nowhere near as valuable. She is very vulnerable when her main skill is up, which already has relatively poor damage and a long cycle. Fortunately though, her Module addresses the biggest flaws of her kit and turns her from a mediocre and expensive option, into one of the most powerful Casters available with a strong niche as an effectively invulnerable range tank!

All that said, it's important not to overreact. Lin is a very powerful unit in the current metagame, but she is reliant on her niche which makes her value dependent on the current game content (notably, she is very good in IS#4). At times she may seem like the best unit in the game, and at others she may be collecting dust at the back of the roster. If there is no range tanking opportunity, she is just another low damage, long cycle, mediocre Caster.

Regardless of Module, S3 is by far her best skill and the only one worth Mastery. It has the best damage among her skills by quite a bit, with the only major flaw being the cycle time, which her Module upgrades address. The damage and minimal utility on her other skills just don't hold up in comparison.

Her other two skills are not worth investment. They did have some debatable utility pre-Module, but only to cover flaws in a weak base kit. S1's modal switch covered her frailty, and S2 covered her cycle time, However, since her Module covers both of those niches and the damage potential on either is far lower, there's little reason to invest in them.

The Grading System

Story vs Advanced vs Roguelike

There are very few absolute answers when it comes to prioritizing upgrades. A major determining factor is what exactly your goals are. Now, there are actually many more types of players than these three, but the most obvious delineation as far as which Masteries to think about comes down to the type of content you're most interested in clearing. If you only find value in first time story clears and risk 18 CC, then your goals will be different for someone looking to reach high-risk (25+) in CC.

Story - A story player is a player who is only interest in rewarded content.  This means all normal stages and challenge modes (without added personal challenges), risk 8 on CC daily stages, risk 18 on CC permanent stages, and the SSS game mode.

Advanced - An advanced player here is any player interested in non-reward topics such as higher risk CC and more min-maxed gameplay or specialty clears.

A note on the topic of the Advanced grades is that these grades should not be taken as specific advice for a specific CC. There may be an occasional specific note to provide some context or example, but the intention here is to be more general than a particular event and prioritize skills that will be broadly useful in multiple scenarios. A skill appearing once in a high-risk CC is not enough for inclusion here as CCs tend to lend themselves to niche scenarios that can't really be planned for. Further still, Advanced grades encompass all min/maxed gameplay and do not, strictly speaking, have to be about CCs.

Roguelike - These grades are specific to the Integrated Strategies game mode (aka, the Roguelike mode or IS#2 or IS#3).  These grades are slightly different compared to the Story vs Advanced delineation since the same sort of pressures apply in the mode regardless of the type of player you are.  These grades tend to be more "meta" focused than the others.  For IS#3, only up to Ascension 7 (trimmed medal) is considered for grades, however write-ups may include suggestions for higher Ascensions.

The Grades

S - These Masteries are the cream of the crop. They are Masteries that everyone with the unit should do and give a high priority to. Units with S tier Masteries get an outsized value from them, either because the skill is incredibly powerful or because it changes how the unit is used.  For the Roguelike mode, S-tier grades are reserved for the best skills on the most meta of units (whereas meta value is not necessarily a requirement in other mode grades).

A - These Masteries are powerful Skills that most players who have the unit should do. These are among the most powerful Masteries in the game, but less overtly overpowered than the S-tier Masteries.

B - These Masteries are reasonably powerful and worthy of consideration, but have a factor which hold them back. The impact may be relatively small for the cost, the unit may not be especially powerful already, the unit may not fit well into the meta, or there may be a better version available, among other examples.

C - These Masteries are strong enough to be noted, but should only be done by the most end game of players with nothing else to do. There's value in them, but most players will have something better to be doing.

Breakpoint - Not a true grade, but a designator given to an M1 that gives an unusually large benefit. In most cases, these should be prioritized immediately after the E2, thanks to their low cost and high value. Note that there are many M2 and M3 breakpoints but they are not considered breakpoints for this purpose as the cost is much more expensive. Also note that some breakpoints on valueless skills are excluded as well.

NG or None - Not a true grade, but these are sometimes used for Skills which are noteworthy but not worth Mastery.  Either the skill or unit is not worth using, or the Mastery has very poor Mastery gains.  NG stands for "No Grade".

Please remember all rankings here are considered independent of E2 priority, but do consider overall unit strength.  And most importantly, these grades should be treated as guidelines rather than absolute requirements.

Mastery Look Ahead

No Chapter 13 lookahead yet. Even Lone Trail might be too close for a proper assessment though, so be patient. It’s a pretty interesting patch unit-wise with some pretty wide polarization on if Hoederer is any good or not. I will say I’m taking a much more cautious stance on Hoederer than most though. I worry people are overlooking some serious flaws in favor of ideal circumstance highlights.

Unit
Type
Comments
Lone Trail
Silence the Paradigmatic Welfare Silence's alter form may be about as good as Abjurer's can get while staying true to the archetype, but it still comes short of the value that damage buffers like Gnosis or Suzuran have. Her ability to turn anyone into Surtr will no doubt find some usage in high end content over time, but in general, it just doesn't make up for smart play. Proper placement and strategy will come out ahead most of the time. Still, her S3 is a fun skill with a lot of potential and will be a middle-tier graded support skill. Her S2 could have value as well for those who want more regular use out of her. It is much more replaceable, being more akin to a typical healing skill. It gives good bulk on a flexible range and cycle which will at least make it a reasonable alternative to consider.
Melanite Gacha Melanite is a pretty typical “modern” 5★. That is, decent enough to be usable with some niche value, but also nothing special meta-wise. She is the only non-6★, and only AoE, with dodge ignore (via her Module) which will make her appealing to many niche players. S2 will be her main skill with the high damage multiplier and piercing range both being very appealing for her rarity. However, true to her archetype, that S2 damage falls off quickly with range so she isn't the easiest unit to use. Her S2 will probably edge out a low grade due to that niche value and some very nice gains. Pass on her S1, which is just a poor skill all around.
Ho'olheyak Gacha While the big tiddy snek mommy has proven to be very popular among the hornier members of the community, she is a pretty poor unit in terms of meta. She is a higher rarity version of Qanipalaat, but while Qani gets some benefit of the doubt by only being a 5★, more is expected of the 6★, and the numbers are just not there with Ho'olheyak. Her control features are really nice, and she combos well with Dorothy, but ultimately her DPS is low and her cycle time is atrocious. S3 will be her main skill and the one to go for Mastery if you only do one since it mixes good control and range. However, the 60 SP cost is killer, so her other skills may be worth a look if you plan to make regular use out of her. S2 is likely the one you should go for as it has much better total DPS, though the double layer of RNG may be unpalatable depending on your tastes. Unfortunately for S1, its SP cost is higher than it should be so it ends up significantly inferior to comparable skills.
Muelsyse Gacha Limited I love and hate Muelsyse. She's one of the most interesting designed units we've ever had, but in the same vein she is very hard to write about! There's just so much going on in her kit; far more than I can cover in a one paragraph write-up, but I will try. It's easy to forget Muelsyse is a Vanguard since she doesn't seem like one, nor does her kit play like one. This is a good thing, given just how tight the “Vanguard meta” is, and how that affects units like Ines. Instead, Muelsyse is an extremely flexible unit that can cover a lot of ground in terms of damage, bait, and control... all while incidentally producing DP. While Muelsyse is powerful, it's a good question as to what exactly her meta value will be since "indirect" solutions don't tend to fare well; however, it’s likely that she will have high tier grades for Mastery. She will be a well graded M6 with both S2 and S3 worth pursuing. The DP, ATK buff, and cycle are all identical between them, but the clone effects differ and will be useful in different places, and flexibility is her strength. S1 may be worth considering at the very low end for melee clones, but for range clones it is inferior to the other skills.
Hortus De Escapismo
Insider Welfare Insider has gone well under the radar. Aside from looking like he's from a different game, the lion's share of the talk has, of course, gone to Executor and Spuria. However, Insider is a shockingly good 5★ Marksmen, sporting the highest ATK during skill among them, plus a quick downtime, the powerful ammo mechanic, and a modest niche that allows for more aggressive placement. Kroos is still the better welfare Marksmen option thanks to her extreme total damage and stun utility, but Insider will be a very viable option if you missed Kroos or just like him better. S2 will be his go to skill and should be graded similar to GreyThroat. S1's damage scale is nice, but he isn't a great buff target, and the Attack Recovery is inferior here despite the low cost since S2's SP cost is so cheap.
Spuria Gacha Spuria is the most "WTF" operator we've had in a long time. These days, it isn't easy to be so bad that you're in the running for worst 5★, yet here we are. She honestly makes me mad with how bad she is. HG either didn't playtest her, or purposefully decided it just didn't matter that a 5★ was this bad. Imagine Windflit, but even more restrictive, with a worse buff, and doesn't even work as a basic body-blocker. Do not raise her for any reason but memes, and if you're doing that, you don't need my advice for Masteries.
Executor the Ex Foedere Gacha The least surprising alter in quite a while, Executor2 appears to be pretty well balanced, which of course means the discussion around him ranges from "absolute shit" to "absolute god". He personally reminds me of Penance - capable of some truly insane things in low-op clears, but inferior to other options in a full team comp. There's just so many laneholders that it’s tough to call him a must pull, but he will be extremely good for those who do pull. S3 is the standout skill and its Masteries are extremely important. An RNG Talent and ramp-up are large flaws, but his biggest drawback is the fairly high Attack Recovery cost. The 24 SP at S3M3 is a significant issue, but it's a massive improvement over the 30 SP at SL7. S1 and S2 are likely to have decent amounts of niche usage, but the damage output is so much lower compared to S3 that they will likely only be luxury considerations. It's worth noting he later gets a very good Module that improves (but doesn't remove) the RNG situation and adds a ton of damage. Plan for his mod3 as well.
Skógrinn Svartr Vill Einn Draumr
Santalla Gacha Santalla is a unit who isn't quite there. The effects, in principle, are nice. Freeze is a powerful effect, and a rare one at that. However, poor uptime and a strong RNG component really hinder her usability. The icicles actually aren't completely RNG, falling in a pattern of left column, right column, center column. This *can* mitigate some of the RNG (but not all), however this just adds a layer of complexity to maximize an already subpar unit. For most, Santalla will just not be worth the effort and frustration she requires, especially considering how many quality 4 and 5★ Casters there are. Still, she has good utility, and will likely pull out a low grade on her S2.
Typhon Gacha At first glance, Typhon may look like a side-grade or a debatable and incremental upgrade to Rosa, however the early going has shown Typhon to be a more "complete" unit. She is designed better from the ground up, rather than having a Module tacked on to an undertuned base. Modules can only fix so much. Typhon's primary boss killing skill (S3) is much more potent, while her secondary (S2) skill covers the general use scenarios much better. The result is a high damage unit with a big range that can be both a boss killer and a general DPS in one. This dual-value has made her a top IS#4 pick in the early going. Typhon will be a more highly graded M6 compared to Rosa. In Rosa's case, her S2 tends to "make up" for some of the flaws in her S3, while Typhon has two clear and powerful roles between her skills. Plan for the M6 (S2 and S3) with Typhon, but her S3 should be first, however, due to being her more unique role. Also be aware that Typhon still needs her Module too, although she is a little less reliant on the upgrades than Rosa is.
IS#4
Valarqvin Welfare The first operator to inflict Elemental Damage for the good side, Valarqvin is, if nothing else, an interesting look into the potential future. On her own, she's a modest unit. The Apoptosis/Necrosis is quite nice itself, but outside of IS#4 she doesn't apply it particularly reliably and she has nowhere near the value that Highmore does in her IS chapter. For now, she is mostly a novelty. Stick with S2 if you do raise her, which outputs enough to trigger the effect against bosses. S1 just doesn't do enough of the Elemental damage to ever reliably apply the effect outside of IS#4. She needs 3 activations to trigger the effect on normal mobs, but can only store 2.
So Long, Adele
Bryophyta Welfare In an era where 6★ powercreep is out of control, the 5★s seem to be going in the reverse direction. It's as perplexing as it is frustrating. Bryophyta is functionally worse than Whislash, an already ungraded 2.5 year old unit that's permanently available via Record Restore. It's baffling that kits like Bryophyta's continue to come out at this stage of the game. If that mini-rant wasn't clear, do not raise Bryophyta unless you have a fetish for bad units.
Poncirus Gacha A lot of people were excited by the idea of an infinite duration Vanguard skill, but unfortunately the numbers just aren't there so we're left with yet another disappointing 5★. The passive DP generation of her ramped up S2 is lower than Scavenger/Courier's much cheaper S1. Outside of the novelty that just leaves her as a stat stick, and while her ramped up stats are decent for the rarity, given her role and ramp up she just isn't worth the team space or resource costs. She's a nice idea at least but will be ungraded and only Vanguardknights or similar niches will find any value from her.
Swire the Elegant Wit Gacha A dream unit for creative players but one who lacks any meaningful place in the meta, Swire's alter will likely be a graded M9, but a low-graded one across the board that probably won’t be worth raising at all for many players. Swire does so much that it would be impossible to give each skill a fair assessment in a single lookahead paragraph. That will have to wait for the full update, but for now S2 looks like it will be the highest graded skill. Unlike Trapmasters, the bombs can be replaced on tiles occupied by enemies. Mixed with the slow, she can kill some real tough targets with ease by rapidly replacing the bombs as they detonate. Her S3 will be a well graded alternative, especially with the push force increase, although will ultimately be more situational than S2 on an already situational unit. Finally her S1 makes a great every day skill. While not as unique as the other options, it's essentially a better version of Jaye’s S2 that isn’t reliant on attacking or neutered by enemy DEF.
Eyjafjalla the Hvít Aska Gacha Limited Being a pure-healing gacha limited Medic, Eyja is notably overtuned even at SL 7. It has given her a surprising place near the top of the meta, especially in IS#4. This, plus some pretty poor Mastery gains, will make her an interesting unit to grade when the time comes. Regardless of which skill ends up on top though, she will be a strongly graded M6 since a lot of her value is that she is the only Medic who has both a crazy good burst skill (S3) and a crazy good consistent skill (S1). For now, her S1 is the preferred default skill, although it has shockingly poor Mastery gains. Her S3 brings a lot to the table in terms of utility with significantly better Mastery gains, but a long downtime and S1 being so overtuned makes it a bit more situational. Her S2 will be graded as well, although Mastery on it is definitely overkill. Few enemies are capable of piercing the barrier at SL 7 already.
Come Catastrophes or Wakes of Vulture
Coldshot Welfare While I always applaud HG for trying new things, Coldshot seems like a half baked idea. There's potential in the archetype and I look forward to what the eventual 6★ can do, but in Coldshot's case, the kit just isn't there. The ammo mechanic is a hindrance with no upside that regular skills couldn't do which leaves her as a low DPS, poor range, single target unit with no utility. She at least hits fairly hard which is nice, but even then doesn't compare well to similar options at the rarity. She will be ungraded, but stick with S2 if you do raise her. S1 just has no upside in comparison.
Almond Gacha Being a Hooker (puller) already put Almond in a tough spot even before we knew her kit. The competition is tough between Gladiia and Cliffheart who are both commonly available welfares and both extremely good. Surprisingly then, Almond’s kit is "ok" for what it is. Not good exactly, but she at least has value in various Nicheknights. However, for the general player with no access restrictions, both of her skills are inferior to her competition. Gladiia's S1 is better than her S1 since she has no force increase at M3, and Cliffheart's S2 is generally better than her S2 since her cycle is much worse.
Jessica the Liberated Gacha Our loveable sad cat finally gets a promotion! Hybrid Defenders have a bit of a tough time in a meta context. Similar to Blemishine, Jessica is a solid unit taken on her own, but lacks a bit in the bigger picture. She is not as good of bulk Defender as Nian or Hoshiguma and she is not as good of DPS as Horn. Competition with your already existing roster is another aspect to consider too as she’s unlikely to feel like an upgrade to your already promoted Defenders. However, like Blemishine, Jessica is still a perfectly usable mid-tier unit, mixing decent damage, bulk, and a smattering of utility. S3 is her main skill. Compared to S2, both have pros and cons, but ultimately S2's Attack multiplier is too low and it falters against even moderate armor, while S3 hits harder and also has better utility, better cycle, and controllable ammo. Her S1 might actually make the better secondary skill given the uptime on a major DEF boost and S3 crowding out S2’s use situations.
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