Arknights: Mastery Priority Guide - Dorothy's Vision Update

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At long last, our long night of terror is over. On the dawn, she has finally arrived upon her golden chariot of ethically questionable science. Praise be!

This article specifically covers the new units from the Dorothy's Vision 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

Banner Discussion

Q:  Should I pull?

A:  This is the most anticlimactic thing in the history of these articles.  Despite all the waiting and whining and drama… no, probably not.  Some of the most powerful banners in the history of the game are coming very soon.  Dorothy and Stainless’s banners are the only “easy skips.”  Neither unit is bad by any means, but in the face of the raw power of Mlynar, Texas, and Reed, it’s hard to recommend pulling for either Dorothy or Stainless.

Q:  Wait, Dorothy is a skip?  I thought you said she was strong?

A:  Dorothy is good and nothing from the look-ahead has changed.  However, there are two things to consider.

First, there are many significantly stronger units very close on the horizon.  Just being "good" isn't good enough.  Most players who are not big spenders can't get everyone, and units like Mlynar and Texas ultimately have a lot more value.  Actually, that undersells it.  Not just more value, but literally the best value in the game.  By many measures they are two of the best units in the game and that's even before accounting for other units like Penance.  Unless you're a whale, you'll get better value from your pulls elsewhere.

Second, Dorothy is not a unit that will appeal to everyone.  She is a strong solution, but often a round-about one.  For most players, she’s far more effort than she's worth.  Not everyone will find it appealing to run a stage 30 times in order to optimize the mine timing just so you can say you did it.  If you are that kind of player, you probably don't need my advice either

Q:  Astgenne or Leizi or Pudding?  (i.e. Tac needs to ramble about grade adjustments)

A:  There's a lot of history with the Chain Casters.  Any time I try to write about it I feel like an old person rambling about times past.  BACK IN MY DAY, CHAIN CASTERS WERE SHIT!  AND WE LIKED IT!  Something like that.  The short version of it is that Chain Casters were a terrible archetype for years.  Leizi had an irredeemable 80 SP cost and Passenger was so bad on his release that he became a meme.  It's telling that Pudding, a 4★, seemed  so good compared to the others on her release.

That's all changed quite a bit in the last year, and the non-6★ Chain Casters are a group that need to be adjusted in this guide.  Out with the old, and in with the new.  Leizi suddenly looks a lot better with her Module upgrades, while Pudding looks a lot worse, and they now also have new competition with Astgenne.

So, point by point: first, Leizi is now added to the main guide.  While I knew her Module upgrades were good, I underestimated just how good, especially in SSS.  After using her quite a bit I am of the opinion that she is now one of the best 5★ Casters in the game.  I actually did this update a couple of weeks back due to the downtime.  The upgrade had been in the works for a while but was just waiting for this patch, which was taking far too long to arrive.  You can find her updated write-up in the main guide or on her operator page, linked below.

In turn, Pudding is getting a downgrade.  I still think Pudding is a great low-rarity option, but she doesn't compare all that favorably to either Leizi or Astgenne anymore.  Her damage caps out quite a bit lower than either and she no longer has the benefit of a better cycle time.  She's more in line with typical 4★s now – perfectly usable, but a step down from the higher rarities.

Last comes Astgenne.  The comparison between Leizi and Astgenne is pretty tricky.  They are effectively sidegrades to one another, with the better one depending on the situation.  Astgenne has better DPS and a more predictable and reliable cycle time, while Leizi has more total damage and can have a significantly higher uptime when she can abuse her Module upgrade, such as in SSS.  To further complicate matters, Astgenne has far worse Mastery gains so the grades don't necessarily reflect how close she is to Leizi.

Which is best?  I favor Astgenne here.  She's more reliable and isn't as dependent on expensive upgrades (she'll work well with SL 7 and no Module upgrades).  However, it's really a coin flip, so raise the one you personally like more.  I wouldn't call any of them a must-raise, but they are all appealing secondary options.

Q:  Any new Module thoughts for this patch or for the new CN patch?

A:  I said I wasn't going to have this be a regular thing... yet here we are again.

Dorothy's Vision (this global patch) - There's no grade updates this time. However, the AA Modules are very solid.  If you've been waiting to complete the 5★ Module quest, April is the best target for it.

Where the Vernal Wind Blows (CN patch) - The Core Caster Modules are generally very solid.  However, I don't think there will be any grade adjustments.  For the most part, they just make them do their existing jobs better.  That has a lot of value and they are very good, but nothing really changes either.  

The exception I wanted to highlight is Ceobe.  Her Module is *extremely* good.  However, I don't think she'll end up with a major grade update.  Why?  Well, frankly she's probably overgraded already.  Her current grades are pretty good, which is both a reflection of the Mastery gains, but also where she was in the meta when I first wrote the guide.  That place has declined quite a bit over the last few years and she was on the short list for a grade demotion.  So instead of Ceobe seeing a grade improvement, she will most likely remain the same (or get a minor adjustment), but with an updated write-up.

No Modules came with A Death in Chunfen, and the Modules that came with Leaves Chasing Fire are nothing special.

Q:  IS#3 is slowly approaching.  How will it be handled in the Mastery guide?

A:  That's a great question, and I'm open to feedback if you have anything you would particularly like to see.  It's a tricky topic.

As I see it now, I plan to do two things.

First, the current main IS Mastery guide will be transitioned to an IS#2 specific guide.  I’ve already stopped updating it.  New units will, of course, be very usable in IS#2.  However, maintaining this side guide takes up a lot of time for minimal gain.  It has had pretty low view numbers since release, with most people sticking to the main guide.

That’s fine by me – it was worthwhile to do originally.  The initial IS#2 release represented a major change to how the Mastery Guide was done, so it made sense to have a more focused article addressing it.  IS#3 is a far smaller change.  The value of that kind of introductory article isn't what it used to be, and the release of IS#3 will be a good excuse to finally pull the plug and focus my efforts elsewhere.

Second, the general "Roguelike" grade will be updated to reflect both IS#2 and IS#3.  Specifically for IS#3, it will represent suggestions for Ascension (difficulty) level 7.  There will be some cases where a grade might reflect one, but not the other.  It's unavoidable without adding a massive amount of complexity to the guide.  There's no perfect answer here, and this seems like the best option.

However, grades will not be weighted based on content higher than difficulty 7.  There are no rewards above 7 (and even 7 is only a trimmed medal).  More importantly, strategies become more specific as they approach the highest difficulty levels.  There are some skills that are useful there but nowhere else, and that doesn't seem worth adding the complexity of new grades for a specific niche and rewardless scenario.  It would be like attempting to measure the Advanced grades against a single CC.

I may do a full article as we approach the release of IS#3, but most likely I will just do a few grade touch-ups.  Stay tuned for more.

Dorothy's Vision - Pathfinder of Sands


S3M3 A+ S- A+
S2M3 A- S- A-

Dorothy is one of those units whose priority will depend on the sort of player you are. She is a high cost and high effort unit for results that can usually be found elsewhere. Most players likely won't want to invest deeply into her at all. However, if you're one of those players that finds satisfaction in that sort of gameplay, Dorothy can be extremely valuable with near mandatory Masteries. Trapmasters are reliant on renewing their traps to be effective, so the reduced SP cost alone is worthwhile before even looking into the effects, and Dorothy has big gains to the effects as well.

Should you be one of the few brave enough to pursue Dorothy, she is a very strong M6 consideration. Both S2 and S3 have strong use cases, and regular Dorothy users will definitely want both. However, start with S3 if you only do one as it is her main source of damage. It oftentimes requires extensive planning to optimize, but the results are as satisfying as they are effective. The gains from Mastery are massive too. In addition to the previously mentioned renewal rate, Mastery is also a well above average improvement to both damage and control.

S2 is a similarly solid skill, though it is of lower importance than S3. It trades some damage for better control, but the most effective form of control is a dead enemy and the damage potential loss is quite large. This makes places where S2 is the better choice a little less common. With that said, the global reach of a solid duration bind on top of large Mastery gains makes it a strong secondary consideration.

Don't bother with her S1 unless you are a Dorothy simp. While it does have some use, it only affects one target and the debuff is nothing special. Situations where it is the best option are extremely rare.

Greyy the Lightningbearer

S2M3 None

While many Niche players may find decent value in Greyy due to his wide range Slow and Arts damage, his kit ends up being both weak and frustrating for most. The Flinger archetype is flawed to begin with, and Greyy’s poor damage and low-chance RNG component to his control mean that he is largely more trouble than he is worth.

Should you be one of those niche players, or simply find Greyy an appealing unit despite his flaws, you will probably want to stick with S2 Mastery, which has better odds on his control uptime, and decent gains. Be especially wary of him in IS. Many popular relics don't affect his lightning ball, you don't want RNG to end your run, and the archetype lacks the flexibility you typically need from a Sniper ticket.


S2M3 B- B- B-

While the 5★ Caster class is crowded and full of questionable value, the Chain Caster archetype has been increasingly useful of late. They combine decent damage with decent control that stacks especially well with the ASPD buffs common in IS and SSS. Astgenne brings a measure of reliability to that role which her rival, Leizi, sometimes lacks. S2 is the go to skill for Astgenne, but the Mastery gains are notably poor, with low damage gains and no improvement to uptime. That keeps her grades down a bit when compared to similar units, so the grades don't necessarily reflect her total value. For most people, she will work perfectly fine at SL 7.

Pass on her S1, even the M1 breakpoint. While charge based skills tend to have some value, the higher SP cost significantly narrows the gap on Astgenne. There are vanishingly few places where S1 will outperform S2.

A related aside, be aware that Chain Casters only bounce to three targets at E1. It only increases to their usual four targets at E2. While Astgenne can work well at SL 7, she still needs E2. If left at E1, S1 looks significantly more appealing since the extra target is built into the skill itself.

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).  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

The MonHun collab will have only just dropped when this article goes up, so full write-ups are not included this time. However, since I know many people are interested, Yato looks to be extremely good, though a tier under Texas2 still. That said, it’s been so long that there’s two full new banners worth of units added anyway!

An Obscure Wanderer
Provisio Gacha She is essentially the 5★ version of Podenco, which makes her pretty decent. However, Proviso lacks an important feature of Podenco in cost effectiveness. Proviso costs quite a bit more for what is ultimately a fairly minor upgrade, so she is unlikely to get a grade. Go with S2 if you want to do one anyway, which a lot of people will thanks to her base skill (but don't raise units only for base skills!)
Mlynar Gacha At the risk of starting a war in the comments, Mlynar is a direct powercreep to SilverAsh and anyone arguing otherwise is high on the copium. While SilverAsh most definitely does not become a bad unit and still holds some very important niches that will keep him long-term meta relevant, Mlynar is almost twice as good when it comes to damage. No amount of utility can make up for that. He is the single best unit ahead of us (Texas and Pozy are both close though) and almost everyone should aim to be pulling for him. His S3 will be among the highest graded Masteries in the game. His S2 might pick up a low grade, but it's a situation where his better skill is just too good to give up.
The Legend of Luo Xiaohei
Luo Xiaohei Collab Welfare There isn't a lot to say about this collab unit. He is fine, but nothing special, and you'll be better off just using Arene for your low rarity ranged Guard needs. That said he will definitely appeal to a lot of people and doesn't cost much, so go with S2 if you want to Master a skill which gets a decent increase to his damage output and is the more impactful skill. S1 is certainly a novel skill, but the low damage per hit means it just isn’t that useful for anything but cuteness.
Mizuki and the Caerula Arbor
Highmore Welfare Highmore is very similar to La Pluma to the point their S1 is literally identical. La Pluma is still the better unit in general since her ASPD talent is better for what the class does, but Highmore will still be a very viable alternative (or addition, double reaper go brrrr). This is especially true in IS#3 where she is the better pick with some big advantages thanks to her mode specific talent. There is a much bigger difference across their S2s however, with Highmore’s being far less valuable. The bulk that her S2 brings isn’t as useful and is much more niche in addition to some pretty poor gains. Stick with just her S1 for Mastery which makes her a very consistent and reliable option in IS#3. La Pluma will perform better elsewhere though.
Chapter 11 - Return to Mist
Dagda Welfare Brawlers have always been a bad archetype (the best Brawler only becomes good by turning into a Centurion instead), and Dagda doesn't change that. Her damage is subpar even with her skill active, and is comically bad when her skills are down. And she can only block 1. There is very little to like here. Even her Mastery gains are poor, which makes any suggestion difficult. Go with S2 if you insist on raising her. Who the hell thought Defensive Recovery on her S1 was a good idea?
Totter Gacha Totter is a pretty good unit for what he is. His niche is a helpful one, though not quite enough to put him into the top tiers of 4★s. Instead, he’s a solid unit that can be useful to have at times. He incidentally comes out at the same time as a new SSS stage that plays to his strengths extremely well. He's still unlikely to be graded, but both of his skills will have use if you want (favor S1 for SSS specifically).
Paprika Gacha One has to wonder why Paprika exists. She isn't bad in the absolute sense, but she serves no purpose in the broader game, competing directly with some very strong units while offering no special value herself. If you need the healing, there are plentiful other options that provide much better support or much lower costs (or both). She will be ungraded and you shouldn't be raising her, but go with S2 if you insist. It at least brings her healing up to a respectable total compared to her S1.
Stainless Gacha The only good unit from the Chapter 11 patch; however, Stainless is still pretty niche. He does have plenty of support use, so he is far from a bad unit, but the setup he requires puts him on the gimmicky side of things. He'll have pretty low Mastery grades. Without Mastery he can still be a pretty effective support unit, with neither his S1 or his S2 being exceptionally worth a Mastery; in particular, his S2 is a great skill, but it only needs SL 7). S3 will be his best Mastery option. The setup it requires can be a burden, but it has a huge attack multiplier with a lot of flexibility. If that DPS aspect doesn't interest you though, he can still be safely used at M0. Be wary of overvaluing his S1. Although the final number is good, it requires much more setup than other comparable buff skills.
Il Siracusano
Vigil Welfare Vigil looks to be the weakest 6★ of 2022. Even on paper, his kit isn’t very good. It has low DP gen, no ATK improvement, and no real utility. However, it's even worse than that. His wolves, which his skills are reliant on, are incredibly weak. They are statistically worse than Beanstalk's or Blacknight's pets, and the supposed benefits of them come nowhere close to making up the difference. If that weren't enough, there are many bizarre interactions in his kit, bordering on bugs, which remain unfixed as of this writing. There's too many to list here in this look ahead, but check this write-up by Boelthor over on Reddit for some more info. You'll get much better value raising Blacknight, or even Beanstalk. I hope this changes by his release on EN, but as it stands, he'll be among the lowest graded 6★s post-Module upgrades.
Lunacub Gacha Lunacub’s permanent stealth will certainly have some uses, but her DPS isn't high enough to justify the added investment. Her cycle time is perplexingly long for a year four unit, and the lack of attack multiplier on her S2 means she'll struggle more compared to her competition. She's a bit like Kirara in that regard: a nice idea hamstrung by poor damage and skill uptime. She'll be ungraded, but go with S2 if you particularly like her.
Penance Gacha If you relied only on the initial flurry of highlights, you could be forgiven for thinking that Penance is the hyper meta unit of this banner. She is a cautionary tale of not using only Youtube/Bilibili highlights to guide your opinion. Of course, she’s still a monster of a unit. She hits hard, has a mountain of bulk, and an absolutely incredible damage reflect. She is potentially the best solo lane holder in a lot of scenarios. However, for general purposes, Mudrock remains the go to choice, as Penance’s kit works poorly in a full team comp. Because she is reliant on having enemies to kill in order to maintain her bulk, she ends up rather inflexible compared to her competitors. S3 will be her main skill worth Mastery. Her other two skills are fine, and big Penance fans will find both of them useful, but her S3 is far and away the best option. They won't justify the investment cost for most.
Texas the Omertosa Gacha Limited Texas is the banner’s real winner and the latest to power creep an older unit (RIP in pieces Phantom).  She is extremely powerful and is at the very tip-top of the meta.  She has better ST Arts DPS than both Surtr and Eyja. Not only that, she also has a mountain of utility; her S2 has a strong RES debuff which makes her effective against nearly all enemies, her S3 has range, anti-air, and heavy crowd-control, and that's on top of the benefits of being a FRD. Both her S2 and S3 will receive top tier grades. She will be the highest graded M6 yet, so plan for both.
Quartz Red Cert Shop Quartz certainly has an eye-catching stat-line, but she isn't any better than other alternatives, even at her rarity. She mainly seems to be here to tease the ridiculous stats the eventual 6★ on the archetype will have. She'll be ungraded due to said alternatives. There just isn't much value in raising her beyond novelty. However, you'll want to prioritize S2 should that appeal to you.
Qanipalaat Red Cert Shop Qanipalaat is a fairly interesting unit with some unique aspects to his kit.  He's pretty decent too, for his rarity, with good crowd control and reasonable damage.  However the ever present problem with the 5★ Casters is present here.  It's a crowded group and being just decent isn't enough to particularly standout.  Ultimately he doesn't justify the investment, especially with the added red cert cost.  The Mastery gains on his S2 are pretty good, so he may end up with a low grade, but he shouldn't be on most people's planners for any reason but personal desire.  Pass on his S1 which is just a worse version of Amiya's S1.
What the Firelight Casts
Puzzle Welfare A lot of people, myself included, initially scoffed at Puzzle. He clearly isn't as good as Cantabile (who almost everyone has) and has fairly high SP costs for a Vanguard. However, he's proven himself to be a solid option, especially for a Welfare. To be clear, he is nowhere near as valuable as Cantabile. He is more DPS oriented, which is nice, but not really the purpose of the role. However, his DPS and utility are good enough that his S2 warrants moderate consideration. It charges surprisingly quickly and outputs a ton of damage on top of his flexible archetype. His S1 may be worth considering as well, but it only gains damage at M2 and M3 so odds are it will be ungraded aside from the M1 breakpoint.
Harmonie Gacha Within the realm of 5★ Casters, Harmonie is pretty decent. How many times have I said that before? It's a crowded group. Harmonie is still far from a must-raise, but she stands out as having a well designed kit. It has decent damage, good utility, and it all works well together. Niche players especially will find her quite nice. S2 will be the obvious choice for Masteries and will likely end up with a modest grade. Although she exists in a crowded space, her utility along with solid gains will make it something to consider on the lower end of priority.
Reed the Flame Shadow Gacha How do you improve the often subpar Caster class? By making them a Medic, of course. Makes total sense. Duh. Reed's alter form is just the most recent big meta unit. There's a lot of those lately and I only have so many adjectives to describe how busted these units tend to be. Reed is a tremendous unit. She features the highest Arts ST DPS in the game, alongside some of the highest HPS and extremely flashy mass crowd-clearing to boot. However there is some reason for caution. Certainly she will be an upper crust unit, but a few small usability quirks may keep her off the very top. Unlike units like Surtr or Ch’alter she has to choose between ST or AoE damage, she needs other units to deal full ST damage, and Arts Weakening isn’t as good as RES shred. She is extremely strong but we’ll need some time to judge just exactly *how* strong. Regardless, Reed will be a top graded M6. Plan for both S2 and S3.
Where Vernal Winds Will Never Blow
Jie Yun Welfare Jie Yun is one of those units that's quite good... for her rarity. While she lacks the utility that elevates the more meta 5★ options, she has solid damage and a surprisingly good cycle time. Beyond that, there isn't much else to say since her kit is pretty straightforward. Most players tight on resources won't want to invest, but she is good enough and has enough appeal outside of the meta that she'll garner a modest grade. Stick with S2 for Mastery. It is the better skill and has *extremely* strong gains. S1 has significantly worse DPS and its only real benefit is being auto recovery.
Firewhistle Gacha Fire Whistle is a good unit because her archetype is inherently strong. However, she has a slightly different niche than Ashlock. While Ashlock is useless if forced to block, Fire Whistle’s skills work mostly as normal (like Horn’s S2), making her an effective blocker as well as a long range nuker. In my opinion, this isn’t as valuable since effective blocking isn’t why you bring the archetype to begin with and Ashlock does the nuking part better. Still, Fire Whistle is quite good and much more forgiving. Both of her skills are usable and likely to be graded. While S2 has the greater total damage and is better for blocking, it has a notable lack of burst and a high SP cost. S1 meanwhile will be more consistent, reliable, and better against armor.
Lin Gacha HG disappoints yet again with the Phalanx archetype. The perplexing decision to make Lin a Phalanx caster aside, they just can't seem to get it right after Beeswax and Mint. She rates slightly better than Carnelian (not a compliment), and really only because she requires no ramp up for her damage. Overall, her damage is nothing special by current standards and she has a shockingly long cycle time. There is a decent chance she finds some fringe use in the meta thanks to her shield, and should still be more than serviceable for those who like the character. However, given the relative strength of recent 6★s, her grades will end up fairly low. Both S3 and S2 are worth considering, though S2 may end up ungraded due to awful gains.
Chong Yue Gacha Yet another hilariously busted unit. Chong Yue hits hard and fast over a long range. He also gets a lot out of buffs, meaning that he should scale nicely into difficult content. His kit can be deceptive since unlike other dual strike units, his hits count independently. This means he gains SP twice as fast and can even trigger his S3 off of the second attack. In fact, he activates his S3 so often that he is the new king of voice-line spam – to the point some might consider it a major drawback. edit: DV took so long to come out this was already patched. RIP. Anyway... However, he isn't quite very tip-top busted thanks to a few drawbacks. They are relatively minor but with how the power level of the game has escalated recently, they are worth at least acknowledging. He's a relatively frail one block unit with no self-sustain who also requires a fair bit of wind-up. Sharing his rate-up with the disappointing Lin also hurts his value. It should make pull decisions quite interesting. His S3 is the only Mastery worth considering and it will have a top-tier grade. On top of being an extremely strong DPS skill, it has large improvements to his SP cost that are nearly mandatory to use him effectively.
A Death in Chunfen
Wind Chimes Gacha When Quartz was released, many were curious as to what the higher rarities of the Crusher archetype would bring. Turns out the first 5★ attempt is... really bad. Her primary gimmick is just too weak and her cycle time is just too long. Even if her S2’s SP cost was halved, she wouldn’t be good – but it isn’t, and she has a perplexing 30 second cycle for a paltry amount of damage. Wind Chimes is a unit to avoid, but if you were intent on raising her anyway I'd actually consider S1 instead despite the fact that it’s a generic Attack Up skill. The power on S2 is just so anemic that only two hits from S1 will out damage it (in less time than the 5 second wind-up), but even then she's quite a bit worse than the commonly available Centurions.
Qiu Bai Gacha Qiu Bai is a difficult unit to rank, and she has caused quite a bit of discussion. I suppose that means she's actually well balanced compared to the hyper-meta state of many recent units. Qiu Bai has some significant drawbacks such as an RNG factor, a lack of RES shred, and an unusually long downtime. However, her range, control, and strong multi-target DPS still give her a ton of potential. S3 is likely to be her "meta" skill when she appears in high end gameplay due to its extremely high DPS, but S2 will often be the better "every-day" skill due to its much shorter cycle. S1 may be appealing, too, since it is her most consistent control skill, though I am unsure if it will garner a grade. Regardless of how you intend to use her, S3 should be your highest priority target. It has some of the most extreme gains over Mastery of any skill in the game; Mastery will be essential to using it at all.
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