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Arknights: Should You Pull? Path of the Radiant: Nearl the Radiant Knight

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Path of the Radiant: Nearl the Radiant Knight

Featured Operators:

Rarity Operator
6★ Rate Up Nearl The Radiant Knight (Limited) - Guard [Duelist / Dreadnought] Guard
Flametail - Vanguard [Skill-DP / Pioneer]
5★ Rate Up Corroserum - Caster [Burninator / Blast]
  • 6★ Rate-Ups have a 70% chance of appearing when pulling a 6★
  • W and Rosmontis are 5 times more likely from the 30% non-rateup 6* pool
  • 5★ Rate-Ups have a 50% chance of appearing when pulling a 5★
  • This is a [Celebration] series limited banner
Test out your luck for this banner on our:[Path of the Radiant] Summon Simulator!

:Note:

  • [Path of the Radiant] is a [Limited Headhunting · Celebration] Series Headhunting.
  • [Limited Headhunting · Celebration] Series banners are [Limited Headhunting] banners.
  • New Operators [Flametail], [Corroserum] will permanently join the [Standard Headhunting] pool after the banner ends.
  • New Operator [Nearl the Radiant Knight] is a limited Operator in [Limited Headhunting · Celebration] Series, and won’t join any [Standard Headhunting].

Should You Pull?

If you want Nealter then sure, go for it.

Nealter is the strongest Dreadnought Guard to date by a large margin, with unique helidrop use, enormous True damage potential, and lots of exciting, fun-to-use utility. She definitely isn’t a must-have addition to your roster—she’s noticeably less meta than the last few limited Operators—but she’s very good if you get her.

Flametail is less good, but still has a niche that might be worth your while. She’s surprisingly good at mowing down small fry and distracting strong enemies for a few crucial seconds. She’s by no means necessary—plenty of other units can do the same job as well or better—but she can bring decent damage, RNG-dependent survivability, and passable DP generation rolled up in one package.

Sadly, Corroserum is a novelty at best, with his main distinguishing features being “Silence, which doesn’t affect most enemies” and “much less damage than Ifrit.” (He has a terrific design, though.)

Quick Overview

Dreadnought Guard

+ Usual archetype strengths: high base HP and ATK

+ E1 Talent inflicts True damage and a Stun on adjacent enemies after deployment, and does an extra hit if the last deployed Operator was a Kazimierz Operator

+ E2 Talent causes her attacks to ignore part of her target’s DEF

+ S1 is a permanent buff that increases Nealter’s attack range, ATK, and ASPD

+ S2 passively causes Nealter not to take up a deployment slot, as if she was a Robot Operator

+ S2 activates on deployment, giving Nealter bonus ATK and several layers of Shield; when the duration runs out, Nealter automatically retreats

+ S3 summons a “Blazing Sun” minion on an open grid adjacent to Nealter, inflicting True damage and a Stun on nearby enemies; Nealter then gains expanded attack range, bonus ATK and DEF, and the ability to deal True damage to enemies being Blocked by Nealter or the Blazing Sun

+ S3 has a pretty low SP cost, considering how powerful it is

+ The Blazing Sun is very durable and can take a lot of punishment; it can soak hits for Nealter, circumventing her low DEF, and it has Block-2, helping her hold a lane without assistance

= Usual archetype dilemma: Block-1 helps her focus on one target, but limits her capability to hold a lane (although S3 helps with this)

= S2 makes Nealter a very strong helidrop Operator, but the way it forces her to retreat can be disadvantageous if you time the Skill poorly

= Needs other Kazimierz Operators in the squad to reach maximum power (especially if using S2); note that she counts as one herself

- Usual archetype weaknesses: Low DEF

- Her ability to deal True damage with S3 is conditional and can be awkward to activate

- Consumes a LOT of DP if deployed repeatedly as a helidrop Operator

- S3 requires open space around her to deploy the Blazing Sun

Pioneer Vanguard

+ High DPS and survivability compared to other existing Vanguards

+ After Dodging, Talent causes Flametail to hit twice (at E1) and also attack multiple enemies equal to her Block Count (at E2)

+ E2 Talent gives Physical Dodge to all Kazimierz Operators when Flametail is deployed

+ S1 generates DP and guarantees Flametail will Dodge the next Physical attack

+ S2 generates DP, inflicts Physical damage and a Stun on multiple enemies within an extended range, and buffs nearby allies with increased Physical Dodge

+ S3 generates DP over time and buffs Flametail with increased ATK, reduced attack interval, Block Count +1, and a ton of Physical and Arts Dodge

+ S3 has such high Physical/ Arts Dodge that Flametail avoids most attacks for the duration very reliably, even though the Dodge buff is not 100%

+ S3 has a low SP cost and great cycle time, so it can be up for successive waves

- Dodge is unreliable (even when stacked, due to diminishing returns), so Flametail can be unreliable if you get bad RNG

- Average base ATK makes it hard for her to damage enemies with high DEF

- Short Skill durations further reduce her usefulness against difficult enemies

- Unimpressive DP gain, especially compared to other Vanguard options

- S2’s Dodge buff is too weak to be reliable in most situations

- S3 has a very short duration, so it isn’t good against enemies that don’t die quickly

Blast Caster

+ Usual archetype strengths: High base ATK, attacks deal “true AoE” in his attack range

+ Talent increases his SP regen when he hasn’t attacked for several seconds (automatically triggers with the self-Stun on S1)

+ S2 applies Silence at long range and to many enemies at once

= “Long, straight line” attack range can be very advantageous or kind of inconvenient

= Silence is very effective when it works, but a lot of high-end enemies are immune

= S1 self-Stuns Corroserum when the duration ends; this can be annoying, but it also guarantees his Talent triggers, speeding up his next use of S1

- Usual archetype weaknesses: Slow ASPD, very high DP cost

- Kit is very underwhelming when Silence is not relevant

- Poor damage output despite the ATK buffs on both S1 and S2, largely due to his terrible ASPD

Nearl the Radiant Knight

 Nearl the Radiant Knight E2

Nearl the Radiant Knight was one of the most prestigious Knights ever to take the stage in the Kazimierz fighting tournaments. While she’s been in Rhodes Island, she’s tried to focus on her abilities to heal and protect, but now the time for pacifism is at an end. Nearl the Radiant Knight has come roaring back to the fray, an Alter unit who strikes at the heart of any opponent with DEF reduction, True damage, and massive flaming swords she hurls down from the sky.

Flametail

Flametail E2

Flametail brought down the entire infrastructure of Kazimierz for several hours in order to save Infected Knights who were being oppressed by the government. The leadership of Kazimierz was unable to retaliate against this insurgent who struck with lightning speed and disappeared into nothingness… and enemies on the battlefield will feel the same, when Flametail rains multiple blows upon them and Dodges their attempts to retaliate. 

Corroserum

Corroserum E2

Corroserum is on loan to Rhodes Island from Raytheon Industries, possibly because he kept falling asleep on the job. Don’t worry, though—you won’t find him falling asleep on the battlefield. He seems to find “spraying volatile, Arts-infused chemicals over his foes to erode their voiceboxes until they’re forcibly Silenced by the experience” to be quite invigorating.

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About the Author(s)

A 4★ Supporter Operator with the "Writer" tag. Loves creative writing, all forms of editing, video game design, and badgers.

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