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Arknights: Mastery Priority Guide - Invitation to Wine Update

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Introduction

Welcome back again. Have you been enjoying IS#2? Because I sure have. Nearly forgot there's other content to even discuss!

Didn't we just have a limited anyway? It's that time of year I suppose. Luckily this is a pretty interesting banner to discuss. Ling is a monster of a unit, but one that I think there's a good bit of nuance to. Personally, I'd suggest reading the FAQ if you aren't sure about pulling. Don't worry. It's nowhere near the drama that Ch'alter was. Still though, my opinion on Ling is a tad off-meta which always leads to some fun feedback. Can't wait.

A small note, I've been quite busy this summer with real life stuff. Although I've still kept tabs on upcoming content, please excuse me if I have a little less detail than usual or if I miss anything!

This article specifically covers the new units from the Invitation to Wine 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:  Most articles you read will say an emphatic yes.  They aren't wrong either, but I do not feel nearly as strongly about it.  There's some pretty important nuance to this banner and some very strong alternatives on the horizon.  It is absolutely fine to blow your bank here, but I think it's worth advising some caution.  There's going to be some people who will spend a ton on this banner only to find a minimal amount of personal value and missed opportunity down the road.

So for the sake of discussion, if we assume that Ling is not a must pull (see the next question for more detail on that), then we end up with a fairly average limited banner.  Both Lee and Blacknight tend towards being more finesse options that won't appeal to a lot of people, especially when you have upcoming units like Goldenglow and Horn that are more overtly overpowered.  Much of the pull value here is based around what you feel Ling's value is, and for me at least, I hesitate to call Ling a "must pull".

Q:  Why do you not call Ling a "must pull"?

A:  To clarify again before I dive in, I am not saying Ling is a bad unit or that you shouldn't pull for her.  She is a great unit and a lot of people will be very happy with her.  This discussion I'm writing here is more to help you understand what it is exactly you're getting and why I don't think she is a slam-dunk "must pull" like a Surtr or Thorns type unit is.

The thing is that Ling's meta value is really rather unique compared to the other top meta units.  No other unit can solo all of the story stages like Ling can.  Not Thorns, not Surtr, and not Ch'alter.  Not even combined can those three do what Ling can.

But... so what?  Certainly Ling's ability to solo 95% of the game is worth noting, but that isn't exactly a niche that is either needed or one that is particularly fun for most people.

To the first point, most of the content Ling can solo was not terribly difficult in the first place.  Not to say all of the stages across the game are easy.  There have been plenty of examples that are difficult for even established players.  Yet Ling doesn't solve anything that a regular team can't already do.  She doesn't make it particularly easier, either.  It may seem blindingly obvious to say "A full meta team is stronger than Ling and her summons" but to me that just illustrates the issue where Ling does not bring a value that blends with traditional team building that most people enjoy in this game.

Which lends to the second point of fun.  Ling's playstyle is rather monotone and eliminates the need to run anything but maybe a few support units.  That may sound nice from a purely statistical point of view, but it removes one of the greatest strengths of Arknights (in my opinion) which is its characters.  I have a hard enough time fitting my favorites into a team of 12!  Playing the game with a single character (as much as I love her character design) just isn't an appealing proposition.

And to add even more fuel to the fire, she is a very easy unit to borrow on Support.  Since most of what she does best, she does alone, she doesn't have the same issue of "you can only Support one unit" that can be a problem with other top meta units!  (If you think you need Ling to setup trust farms just... don't.  Trust me, that is not a good use of resources.)

To be very clear though, Ling is an extremely powerful unit.  There will still be many people who find a ton of value in what she brings and will enjoy using her.  If you think she looks fun to use, don't let me stop you!  Instead this is aimed more at people on the fence about the banner.  If you feel like you only planned to pull here because you're 'supposed' to, I would definitely encourage you to save.

To those people, this banner can be actually pretty unappealing.  Ling plays a certain way and will eventually collect dust in the back of your roster if that doesn't appeal to you.  The other units are also quite good, but hardly can't miss units either (Lee especially).  Add on some very appealing banners coming up between Goldenglow and Horn and you get a situation where skipping actually makes sense!

To put it all another way, I think many people expect Ling to be Supporter-Thorns when instead, Ling is a Summoner who makes the rest of your team a few "two Popukars in a trench coat" (albeit, Popukars on heavy steroids).

Q:  I've heard Summoners are for "Big Brain" players only and that doesn't appeal to me OR I've seen highlight clears of Magallan and Mayer and I find them intimidating.  Is Ling still worth using?

A:  Yes!  Ling is way simpler to use than the traditional Summoners.  Although I spent several paragraphs above giving reasons to not pull for Ling, do not use complexity as one of those reasons.  Ling is not complex to use.  Her dragons are massive 4-block stat-sticks that can easily be replaced and don't need to be cycled like Magallan drones and Mayer Meebos.  If you can handle deploying Blaze, you can handle Ling.

Q:  I'm struggling in IS#2.  Is Ling worth pulling specifically for that mode?

A:  Yes, though again I'll advise some caution.  Ling is very strong in IS, but she is not a "complete" IS solution that some other OPs are.  Summoner starts in IS are a strategy as old as the original mode, and Ling brings that to the extreme.  However Ling suffers towards the end of a run where stages get more "gimmick-y".  She is rather ineffective against all 3 of the bosses, for example.  On top of that, most relics do not affect her Summons so those golden runs where all of the RNG falls your way aren't quite as golden either.

Another thing to keep in mind is that Ling is most often used as a starter option.  This makes her incredibly easy to borrow on Support for this mode, which makes the costs involved close to completely unnecessary.

That all said, she very much hard-carries the first several floors.  This gives you the flexibility to spend all that time building the rest of your team for the end which is very valuable.  So if you have a fairly weak team and find yourself struggling to even get going, Ling will absolutely have tremendous value.  But more established players will probably find "complete" OPs like the upcoming Goldenglow or Thorns (soon to be in the cert shop) to be more helpful overall.

Q:  Should I pull for Blacknight if I don't care for either 6★?

A:  I would say "maybe, leaning towards yes" which is a rare thing for a 5★, though with some advice specific to this banner.  Blacknight is a core component of the current sleep stall pseudo-meta that has arisen.  Given how hard it can be to get a 5★ after their initial release (5★ tickets are soooo far behind 6★ tickets, and the 5★ pool is way way bigger) and the higher odds on this banner compared to others, it can be appealing to go for her if you think you will ever make use of that at all.  She is still not a must have though and outside of the sleep niche, Beanstalk will usually work just as well.

For this banner in particular, remember we get 24 free pulls.  You have quite good odds of getting her in those 24 pulls so if you have no interest in Ling or Lee, I would wait until the final day before ultimately making the decision to pull for Blacknight specifically.

Q:  Should I build Kroos the Keen Glint?

A:  Despite both of her skills being graded, Alter Kroos is a unit that not everyone will find useful since she ultimately fits in similarly to the existing 5★ Marksman Snipers.  That is to say, you just don’t need that many of them and Kroos doesn’t bring anything irreplaceable over the others (and the 6★s are way better).  However, if your Marksman core is weak you will find Kroos to be tremendously valuable and I’d go as far as to say she is the best of the 5★ options.

More established players won’t get nearly as much use out of her, but she can still be appealing to build.  Aside from the nostalgia factor for a launch unit, she does hold some small end game niches still with her Camouflage and high total damage which makes her an excellent unit for buff memes.

Q:  Where is the update for Shalem and Nine-Colored Deer?

A:  I don't usually make specific updates for one off units.  Shalem and NCD especially are fairly off meta so there isn't a whole lot to say on either of them.  None of their skills will be graded, but I will add normal writeups to their operator pages when I finish the off-meta guide.  For now, for Shalem, do his S2 if you did any.  For NCD... pick your poison as neither skill stands above the other.

Q:  Looking ahead, any more new thoughts on the new SSS (tower) mode?

A:  Last update I wrote a small bit about the topic and I initially said I don't expect any large changes.  I still stand by that in general.  The mode doesn't have the same impact that the roguelike does so I still do not intend to do an update specifically for the mode.  Please do not use the Mastery guides as your sole source of information on the mode since it won’t completely reflect everything you need to know!

That said though, there are some grades that will be adjusted as a result of the mode.  I intend to roll them into the Story grades (since it is rewarded content) so in the coming months you'll see some significant story grade boosts to a few skills that were underused before such as Suzuran S2 or Horn S1.  But many of the best skills already have good grades (Lappland S2 and Mudrock S2 for example) and likely won't be significantly adjusted.

Invitation to Wine - Unstrained Liquor, Pellucid Heart

Ling

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

For all of the discussion surrounding Ling, she is quite a simple unit as far as Masteries go. Her S3 is far and away her key skill and the one that makes her as powerful as she is. The Higher Form dragons are absolute monsters of stats, and those giant stat sticks are key to her usage. Masteries on the skill go a long way too, giving significant boosts to the already inflated stats (though keep in mind the base stats depend on her level and not skill). Her Summons are quite powerful still at SL 7, but you'll need M3 to truly bring out her potential.

A small aside on the matter of Advanced players. She is a somewhat tricky unit for those sorts as it depends what "Advanced" means to you specifically. For CC specifically she has yet to make a meaningful high risk appearance and is fairly unlikely to in the future given some of the more common risks. However, how hard she carries low-OP clears keeps her Advanced grades up significantly, so adjust the grade here depending on your goals.

Although her S3 is her main skill, it does have limitations which gives good value to her S2. However her S2 plays much more similarly to other Summoners like Magallan so the types of players who will get value out of it are more limited. It is especially important for players looking to use her in the roguelike since melee-only S3 dragons are not good on all stages. Outside of that mode though it tends to be more of a luxury option if you don't consider Ling a waifu-tier unit.

Finally, pass on her S1. It does have some niche value that Ling extremists may find useful from time to time, but a vast majority of the time it is inferior to S3. For most players it is an easy skip.

Lee

Skill
Mastery
Story
Advanced
Roguelike
S3M3 A A+ A+
S2M3 B- C C

Lee is a good but fairly clunky unit, made even clunkier by subpar Masteries on his best skill. His S3 is typically the main reason to use him. It's already a quite situational skill, being very abusable in some circumstances but an inconsistent annoyance in others. As his key skill, it is of course worth maximizing for regular use, but the gains on it are fairly poor which suppress the overall grades. In many situations his S3 is used, it would work just as well at SL 7, making him a fairly rare M0 consideration among 6★s, especially surprising since he's still a pretty decent unit!

His S2 is his DPS skill, but that has only limited secondary usage for a unit like Lee. It's the best alternative when his S3 can't be abused, and it does have pretty reasonable damage even without outside help. However his main role is not DPS and he can fit in very awkwardly in scenarios outside of his S3 since it can be difficult to maximize. That relegates his S2 Masteries to just above luxury grades despite some really good gains (especially at M3). It's a great skill if you intend to regularly use him, but can be skipped if he will only be doing part-time work.

Blacknight

Skill
Mastery
Story
Advanced
Roguelike
S2M3 S- S+ A+
S1M3 A B A-

Blacknight's main skill is her S2. It is the centerpiece of the pseudo-meta sleep stall strategy that has occasionally arisen. But even outside of that it is a strong skill with a very high uptime stall on a low DP cost unit, even if she is operating alone. She has a ton of value as an early hold unit, especially considering her rarity, and holds her value as the stage progresses. Her M3 Mastery is quite important to that end, though the M1 and M2 are somewhat mediocre alone, so be sure to go all the way with her Masteries.

Her S1 is one of those skills where the value of it depends on how you intend to use Blacknight. Although her S2 is the main reason she is used in the context of the other units, the relative strength of other Vanguards (e.g. Flagpipe) can limit her more "typical" usage. Taken in a vacuum, her S1 has quite a lot of value if you intend to specifically use her over other options. It has better DP generation than her S2 and better general combat capability and sustain of her tapir. It is a strong alternative if you plan to regularly use her, but becomes a luxury consideration if you only want her for her meta value.

Kroos the Keen Glint

Skill
Mastery
Story
Advanced
Roguelike
S2M3 A+ B+ A+
S1M3 B A A+

Both of Kroos’ skills are good with strong Masteries, and the best option will depend on how you intend to use her. Favor S2 if you are relying on Kroos to be one of your primary Marksman. It has an absolutely massive total damage and some of the strongest Mastery gains in the game. For newer players it will be a tremendous asset, though the lack of an attack modifier ultimately hurts its long term value. That said, it still creeps into the end game on rare occasions as a very receptive buff target, so don’t ignore it either if you’re an Advanced player.

On the other hand, more established players who are looking to raise Kroos for part time use will find better value in her S1. Although the Mastery gains are not nearly as good as S2, the Camouflage retains long term usefulness and the attack multiplier keeps her viable against a wider variety of targets.

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, and risk 18 on CC permanent stages

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).  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 a lengthier discussion on why this is, please check out the main Roguelike mastery guide linked below.  I've excluded most of the discussion from the main guide, simply because this guide is already long enough as it is.

Additionally, please check out the main Roguelike guide for more in-depth operator specific discussions specific to that mode.  Although I have updated most write-ups in this guide to reflect all of the grades, some of the nuance on the best picks won't come across as well here, and the main Roguelike guide will provide a better analysis of who is a strong pick.

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

In addition to the new Dorothy's Vision units, I've also re-done Goldenglow, Horn, Specter, Lumen, and Erato.

Unit
Type
Comments
A Light Spark in Darkness
Quercus Gacha Unlike the other abjurers, Quercus actually has a pretty decent and useful niche in her S2 SP charging. It's still a bit of a gimmick though, and isn't usually worth giving up the team slot for. There's also an interesting question of if it's best to leave her at E1 Level 1 and pass on mastery which will affect her overall priority as well.
Goldenglow Gacha Goldenglow is one of the best units ahead of us and the first unit in three years to give legitimate competition to Eyja for the top caster spot. Her S3 remains her primary skill, though I will have to update my secondary suggestion from previous writeups to S2 (from S1). I had suggested her S1 but it just hasn't found the meta niche I thought it would and in most cases, S3 fills that niche just as well. Her S2 however, has found a very strong niche in the game despite some fairly unimpressive gains. It is her go to skill in the new SSS mode and provides more overall damage in other modes if you can afford the wind-up time. Her S1 is still strong, though it will likely end up ungraded or with a low C type grade.
Guiding Ahead
Enforcer Welfare How many times can I say stroke in one paragraph? This stroker is a surprisingly interesting stroker. He strokes in a way the other strokers can't since he is able to stroke enemies through his tile, such as if they are being blocked from behind. Even better, his stroke skills don't deal damage, another unique trait among the strokers, further increasing his stroking niche. Like most strokers, he has big masteries upgrades thanks to a stroke force increase at M3. Both of his stroking skills will be good targets, though S2 will be graded higher thanks to its better stroke force. Seriously, who thought "Push Stroker" was a good name for this archtype?
Kazemaru Gacha One of my personal favorite upcoming units. Her kit plays to the strength of the archetype far better than Bena does, with her S1 being usable right off of respawn and her S2 providing really strong synergy with the whole doll gimmick. Both of her skills are good mastery options, though she’s still a luxury unit overall. I favor S2 here for the more impactful on-demand arts nuke.
Fiametta Gacha Her kit is a little bit awkward which will likely prevent her from ever being an end-game CC unit, however she does enough damage to be competent in the story, and is considered a well above average IS#2 unit. That’s largely due to her S2 which gives her a strong burst that’s spammable in fairly common conditions. Her S3 has its places too, though its overall DPS is not as impressive.
Chapter 10 - Shatterpoint
Heidi Welfare Heidi's kit will certainly enable some creative things with her block manipulation, and her Inspire effect is shockingly high, being comparable to Skalter's S3. However short uptimes (only 10 seconds on S1) in a tough archtype, as well as not stacking with Skalter, will hold her back from being anything too special. Most players won't get much value from her, but should you want to raise her anyway, stick with S1 which has the stronger mastery gains and more useful niche.
Chestnut Gacha Unlike Mulberry and Honeyberry, he's a really poor regular medic, which drastically limits his value. Six months ago on CN time there may have been value in his low rarity elemental healing versus the relatively expensive Berries, but being so far off now, there just isn't any reason to wait. If you are an active player now reading this look-ahead, he is a unit to avoid (and probably will be even for new players). Just raise Honeyberry or Mulberry instead who are worth much more long term despite their costs. Neither skill stands out as a good mastery either, though I would favor S1 since S2 is limiting on one of the more valuable aspects of the archtype.
Rockrock Gacha Lost a bit in the hype around Horn, Rockrock actually has some shocking DPS, almost matching Goldenglow's S1 single-target DPS. For a 5★ that's pretty incredible. Unfortunately she has a long cycle time thanks to Overdrive, and brings no other utility like GG does which limits her. She'll be a viable option for newer players with weak caster cores, though even then because of the mandatory and free Amiya, even that role is limited. S2 is her stronger skill and a very strong mastery.
Horn Gacha I was already high on Horn, but since her release I've come to consider her the single best OP ahead of us. She is very powerful across all of the major game modes which is something rather rare among even the most meta of OPs. She has top tier damage, range, and bulk all in one, and all of her skills will be strong considerations. However, that said, start with S3 with a lower priority for S2. Don't worry about S1 until we get closer to SSS as that mode is where her S1 will really shine.
Stultifera Navis
Lumen Welfare Lumen had a lot of hype around him on release which has rightly tempered a bit. He is still a very strong medic though, so it's a good thing he's welfare and we don't have to worry about deciding to pull him or not! Regardless of how you feel about him meta-wise, his S3 is his best skill and will garner the highest Mastery grade with the other skills unlikely to be graded. The windup time can be rough but it provides amazing HPS as well as instantly removing ever dangerous stuns which is both a unique and very powerful niche across many different game modes.
Windflit Gacha Another very disappointing and undertuned 5★, and worse, one who butchered one of the more interesting archetypes with incredibly poor numbers and a perplexing restriction (he'd be bad even with no restriction). Even Supporter specific players will find very limited use out of him. That leaves him as a husbando-only promotion, though those players may find use in both skills depending on how you're trying to use him.
Irene Gacha Irene is what happens when a Swordmaster is released in year 3 instead of year 1 (like Ch'en). She has very powerful burst damage that can hold up against even tough enemies. Although her damage is not as overtly broken as the top-tier of DPS units which keeps her from being a 'must-pull' sort of unit, the fact she has such strong burst holds a ton of value for all sorts of players (she has make high risk CC appearances, is a very strong starting IS pick, and destroys story mode enemies). There's a good chance that all of her skills get a grade, though give a very strong favor to her S3 which is where her power lies. S1 and S2 are both very good with strong Mastery gains, but have much more niche usage and will lean more towards luxury investments instead of necessities like her S3 is.
Specter the Unchained Gacha Limited Initially panned (rightly) on her release, Specter's Alter has gotten one of the best modules in terms of how it improves the unit. Her meta value is still in question, but she at least improves past her 5★ self a bit. It will make grading her quite difficult as a module level 3 is very expensive for a task that can usually still be accomplished by her far cheaper base form. Regardless, her best Mastery is S2 since S3 remains a very subpar damage skill for a 6★ even with mod 3. But S2's priority will depend on if you plan to go for her mod 3. If no, then it's a luxury. If yes, then it's a necessity.
Contingency Contract #9 - Operation Deepness
Erato CC Welfare Erato is an "if you have to ask, don't bother" sort of unit. There is potential in her kit, but similar to Kafka, there's no improvement on her primary factor (the sleep) over Mastery. Plus since her sleep is single target, it doesn't fit in well with existing sleep stall cycles. Her S2 may be an option for waifu purposes as it is the better damage skill, but overall her DPS is underwhelming so she's unlikely to be graded at all despite the potential.
Lingering Echoes
Czerny Welfare I will confess that I don't really have a good feel for Czerny. He isn't really a unit that inspires a lot of interest and there's been very few highlights of him so far. He can make a decently functional RES tank with his S1 which is a modestly rare niche, though the lower rarity Matterhorn does that role better and already barely sees usage. That leaves his S2, which is a fun skill, but one without particularly impressive numbers. If you wanted an offensive oriented Arts Protector, you'd be better off with Shalem, so Czerny will probably not have any graded skills.
Hibiscus the Purifier Gacha I'm quite fond of Hibiscus' design (both aesthetically and as a unit) and she will definitely find usage in various NicheKnights clears. However, as a general unit, the numbers aren't quite there to make her anything too special, although she is the best hybrid dps/healer so far. Both of her skills are options. You will probably want to focus on her S2 which is her more unique skill, though its low total damage and limited targeting gives plenty of room for her S1 to be useful despite being quite a basic skill.
Ebenholz Gacha There's been a lot of discussion on if Ebenholz is any good or not. Of course I will give my opinion here, though be warned there is still a lot of on-going discussion on him and my opinion could very well change. That said, I don't have an especially favorable view of Ebenholz, although I don't quite think he is awful either. His elite/boss killing niche is strong enough to be quite useful in Story content, but his kit is designed in a way where he doesn't have an easy way to generate charges once they're spent, and he is only really effective if the elites/bosses come in one at a time. To me, this makes him a unit that makes for nice Youtube highlights, but a difficult one to reliably use as a regular part of the team. If you plan to use him, you'll probably want to do both S2 and S3, though favor S3 if you only did one. S3 is the more important skill for his niche, while his S2 is the better option for general Caster duties (something better done by Goldenglow or Eyja).
Dorothy's Vision
Astgenne Welfare As a 5★ that only does straight damage, she will always be limited in a meta context, but Astgenne is a pretty good unit among other 5★ Casters at least. She fixes a lot of the issues Leizi has with shorter cycles and stronger damage which makes her perfectly usable. However she takes a lot of investment between Masteries and Modules, plus lives in that unfortunate gulf of competing with the free, strong, and mandatory Amiya. That makes her a waifu option only, but at least a pretty good one. S2 is by far her better skill as S1 doesn't have enough damage on it to justify its use.
Greyy the Lightning Bearer Gacha Greyy grew up pretty nicely with his new alter form. Once a joke at the tail end of the 4★ rarity, he now has a fairly solid niche in his extended range control and solid area damage. Sniper players especially will find him very valuable but unfortunate RNG and 5★ stats will keep him out of the general meta still. His S2 is his best skill by quite a bit, though his S1 will have some small niche value as well with a more consistent slow for its duration.
Dorothy Gacha Dorothy is reminiscent of Ling in many ways, but without the baggage of bogging down your team slots. There is a lot of powerful potential with her kit, but like the 5★ trappers, it's a kit that requires a lot of investment, both in resources and in effort. She is certainly not an easy unit to get maximum value out of, so for many she may come across as more of a luxury then her potential would indicate. Like all trappers, her Masteries are valuable (near mandatory) since they reduce the cycle of her traps and all three of her skills have value. Her S3 is probably the best target with its superior damage, though her S1 and S2 both have very appealing niches. She'll be an M9 candidate for some players, though an M0-M3 for others.
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