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Arknights CN: New Operator Announcement - [Kal'tsit] Talents, Skills, Art, GIFs.

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Translation Credits: Jetroyz of the RIHQ Discord, Lauli

KalTsit

Race: Feline

Origin: Rhodes Island

Specialties: fundamental medicine, clinical medicine, Originium Arts, life sciences, first aid

Quote: "Mon3tr, follow me."

"Doctor, my appearance here means that the situation is not optimistic. You need to focus... on completing your duty."

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Kal'tsit, one of Rhodes Island's senior management personnel, head of the Rhodes Island medical department. Well-versed in metallurgy, sociology, Originium technique, archaeology, historical genealogy, economics, botany, geology, and associated fields. Participated in some of Rhodes Island's operations as a medical personnel providing medical theory assistance and emergency medical equipment, and is active in many projects as an critical member of the Rhodes Island tactical command system.

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[Kal'tsit] is a 6★ Summoner Medic (new archetype) . Kal'tsit's basic attacks heal allies, including Mon3tr, and her Skills can increase her own survivability and healing output, but her kit primarily revolves around her summon Mon3tr, a 3-block beast with high Physical ATK andMax HP.  Her abilities can increase Mon3tr's survivability and damage output, deliver True damage, and Stun enemies.  She has a few interesting caveats around her use which players will need to be aware of to avoid unwanted consequences.  Punishments include: Mon3ter DEF being 0 if not in her Attack range, Kal'tsit doesn't gain SP when Mon3tr is not deployed and SP is lost when it is retreated (S2 and S3), and Mon3tr loses 50% of its HP if it doesn't kill an enemy during the duration of its S3.

Talents and Skills

Archetype: Summoner Medic (New Archetype)

Trait: Restores the HP of allies

Talent 1: Can summon and heal Mon3tr (30 second redeployment time).  Mon3tr Max stats: 1402 ATK / 405 DEF / 5433 HP / 0 RES / 3 Block Count Prioritize healing self and Mon3tr. If Mon3tr is not within Kal'tsit's range, DEF reduced to 0

Talent 2: If Mon3tr is defeated (retreat does not count), Stun all enemies within the 8 surrounding tiles and deal a certain amount of True damage to them

Skill 1 - Command: Structural Fortification: Greatly increase Kal'tsit and Mon3tr's DEF. Kal'tsit gains a certain amount of Physical Dodge.

KalTsitGIFS1

Skill 2 - Command: Tactical Coordination: Increase Kal'tsit's ASPD. Increase Mon3tr's ATK. Mon3tr attacks multiple enemies equal to Block Count. This skill is Tied to Mon3tr

KalTsitGIFS2

Skill 3 - Command: Meltdown: Mon3tr's DEF +200% and deals True damage. Mon3tr gains +260% ATK which gradually drops to +0% over the skill duration. If Mon3tr does not kill an enemy within the skill duration, it loses 50% Max HP after the skill ends. This skill is Tied to Mon3tr

KalTsitGIFS3

Tied skill: Kal'tsit cannot gain SP until the Tied entity is deployed. When the Tied entity is retreated, SP is reset to 0.

First Impressions

Note: These are first impressions and based on conjecture since we don’t know the exact details. 

Kal'tsit will function much differently than the existing Medic Archetypes in the game currently.  The fact that they can all heal is pretty much where the similarities end, as her playstyle revolves heavily around the use of her Summon, Mon3ter.  Some other differences from existing medics include:

  • She has a 5x3 attack range KT Attack Range
  • Her attacks are Single target heals, but her ATK is much lower than ST medics, more in line with AoE Medics.  Thus, her healing output is much lower than other Medics.
  • She has much higher DEF and Max HP than other medics.

Mon3ter is a fitting name for her summon, as it is a beastly presence on the battlefield.  It has extremely high base ATK and Max HP, higher than any Operator currently in the game (you can compare stats here).  It also has Block-3, making it a solid blocking option, but it is not the sturdiest tank, as its DEF is more along the lines of a beefy Vanguard or Guard, much lower than a Defender, and its DEF turns to 0 if not within Kal'tsit's Attack Range.

S1 is the defensive option, increasing both Kal'tsit's (KT) and Mon3tr's DEF and also giving KT Physical Dodge.  This basically turns her into a Healing Defender.  S2 is where things get offensive, increasing Mon3tr's ATK and turning it into an AoE Guard that can hit enemies equal to its Block count.  It also increases KT's ASPD, improving her low healing output.

S3 is what really puts the monster in Mon3tr, cranking up its DEF and ATK to monstrous levels, which decay gradually over the duration, and making its attack deal True Damage, bypassing natural enemy defenses.  

KT comes with some caveats around her use which players will want to be aware of to avoid unwanted consequences.  Punishments include:

  • Mon3ter DEF being 0 if not in her Attack range
  • Kal'tsit doesn't gain SP when Mon3tr is not deployed and SP is lost when it is retreated (S2 and S3)
  • Mon3tr loses 50% of its HP if it doesn't kill an enemy during the duration of its S3.

None of these restrictions prevent Kal'tsit and Mon3tr from being an incredibly powerful duo.  Kal'tsit is not your average Medic (and woe to any Doctor that would treat her like one), but a unique force that will be able to make a massive impact for any player wielding them.

Other Art and GIFs

KalTsitE2

Full E2 Art

KalTsitGIFDeploy
KalTsitGIFPoke
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About the Author(s)

Arknights: Alyeska#2654

Discord: Alyeska#7717

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