GamePress
Position
Attack Type

Tags

Archetype

Traits

Has reduced Redeployment Time, can use ranged attacks

Operator Description

A woman who grew up in the midst of disorder, with hopes of seeking a new direction here.

Operator Quote

If the past is beyond change, then she will turn to decide her own future.

Obtain Approach

Headhunting
Operator can only be obtained through Headhunting (Gacha).
Headhunting: Yes Recruitment: No
Release Date (CN) 8/11/2022
Release Date (Global) 1/13/2023

Potentials

Potential Item

Cantabile's Token A small lyre, all weapons removed. Can tug heartstrings with simply a strum, bringing your thoughts back down in the heat of chaos.

Talent

Protean
Lvl: 1
ASPD +6 when not blocking an enemy, ATK +6% when blocking an enemy
Info
Protean
Lvl: 1
ASPD +8 (+2) when not blocking an enemy, ATK +8% (+2%) when blocking an enemy
Info
Protean
Lvl: 1
ASPD +12 when not blocking an enemy, ATK +12% when blocking an enemy
Info
Protean
Lvl: 1
ASPD +14 (+2) when not blocking an enemy, ATK +14% (+2%) when blocking an enemy
Info
Talents from Module Upgrades

Stats

Level:
HP
ATK
DEF
Arts Resist
0
Redeploy Time
35
DP Cost
8
Block
1
Attack Interval
1

Skills

SP Cost:
0
0
0
0
0
0
0
0
0
0
Initial SP:
0
0
0
0
0
0
0
0
0
0
SP Charge Type
Skill Activation
Duration
13 Seconds
13 Seconds
13 Seconds
14 Seconds
15 Seconds
16 Seconds
17 Seconds
18 Seconds
19 Seconds
20 Seconds
Skill Effect
After deployment, ATK +35%. Generates 1 DP after each attack
After deployment, ATK +40%. Generates 1 DP after each attack
After deployment, ATK +45%. Generates 1 DP after each attack
After deployment, ATK +50%. Generates 1 DP after each attack
After deployment, ATK +55%. Generates 1 DP after each attack
After deployment, ATK +60%. Generates 1 DP after each attack
After deployment, ATK +70%. Generates 1 DP after each attack
After deployment, ATK +80%. Generates 1 DP after each attack
After deployment, ATK +90%. Generates 1 DP after each attack
After deployment, ATK +100%. Generates 1 DP after each attack
Detailed Skill Info
atk 0.35
attack_speed 0
cost 1
atk 0.4
attack_speed 0
cost 1
atk 0.45
attack_speed 0
cost 1
atk 0.5
attack_speed 0
cost 1
atk 0.55
attack_speed 0
cost 1
atk 0.6
attack_speed 0
cost 1
atk 0.7
attack_speed 0
cost 1
atk 0.8
attack_speed 0
cost 1
atk 0.9
attack_speed 0
cost 1
atk 1
attack_speed 0
cost 1
SP Cost:
34
33
32
31
30
29
28
27
26
25
Initial SP:
10
10
10
15
15
15
20
20
20
20
SP Charge Type
Skill Activation
Duration
-
-
-
-
-
-
-
-
-
-
Skill Effect
ATK +10%, ASPD +10, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 13 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +13%, ASPD +14, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 13 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +16%, ASPD +18, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 13 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +19%, ASPD +22, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 14 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +22%, ASPD +26, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 14 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +25%, ASPD +30, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 14 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +28%, ASPD +34, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 15 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +32%, ASPD +38, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 16 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +36%, ASPD +44, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 17 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
ATK +40%, ASPD +50, gains Camouflage. Generates 1 DP after each attack.
Skill activation grants 18 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
Detailed Skill Info
atk 0.1
attack_speed 10
cost 1
[email protected]_time 13
atk 0.13
attack_speed 14
cost 1
[email protected]_time 13
atk 0.16
attack_speed 18
cost 1
[email protected]_time 13
atk 0.19
attack_speed 22
cost 1
[email protected]_time 14
atk 0.22
attack_speed 26
cost 1
[email protected]_time 14
atk 0.25
attack_speed 30
cost 1
[email protected]_time 14
atk 0.28
attack_speed 34
cost 1
[email protected]_time 15
atk 0.32
attack_speed 38
cost 1
[email protected]_time 16
atk 0.36
attack_speed 44
cost 1
[email protected]_time 17
atk 0.4
attack_speed 50
cost 1
[email protected]_time 18

RIIC Base Skills

(不容遗漏·α)
Room Type:
Reception Room
When this Operator is assigned to the Reception Room, increases the likelihood of obtaining clues that are not on the Clue Board.
(不容遗漏·β)
Room Type:
Reception Room
When this Operator is assigned to the Reception Room, Clue search speed increases by 10%, and increases the likelihood of obtaining clues that are not on the Clue Board.

Botzu's Quick Evaluation

+ Fast deploy vanguard with the strong DP recovery and the ability to Camouflage.
+ Talent: Increases ASPD when not blocking
+ One of the highest potential DP recovery rate operators when able to continually attack enemies
+ Good mix of high DP regeneration and damage
+ S1: Solid choice if you want to take advantage of her fast redeploy time to drop her in for quick DP generation.
+ S2: Provides Camouflage and further ASPD boosting to generate DP more quickly. Ammo is useful in preventing the DP generation from being wasted between weaves and she remains hidden until Ammo is fully depleted.
- S1: As redeploys make her more expensive, her total DP generation weakens quickly on reuse.

Operator Overview

Cantabile is extremely tight-lipped about her past, and most of the information about her is sealed in Rhodes Island’s records. Despite her best efforts, however, some clear indications slip out—for example, she had a panic attack upon seeing children playing with Metal Crab pets because she thought the children would be instructed to kill their pets later down the line. Thankfully, being part of Rhodes Island has been therapeutic for her, and she has even adopted a Metal Crab of her own!

Despite being opposed to violence, Cantabile has decided Rhodes Island is worth fighting for, so she has agreed to deploy as the first 5* Agent Vanguard. This archetype is deployed on ground tiles but has ranged attacks (albeit in a rather short 1x2 range) and has greatly reduced redeployment time. Cantabile’s specialty is gaining DP when she attacks, but only while her Skills are active.

There is an interesting push and pull at play with Cantabile’s Talent, All-Rounder, which gives her bonus ATK when Blocking an enemy and bonus ASPD when she isn’t. This may not seem like a large difference, but it stands out when you look at her Skills. Her S1, Bystander, gives Cantabile a large ATK buff for several seconds upon deployment and—more notably—causes her to generate DP with every attack she makes for the duration. As such, when using Bystander, Cantabile wants to make sure she isn’t Blocking anything. Bonus ASPD means more attacks in the duration, which means more DP.

On the other hand, Cantabile’s Fleeting Light S2 is a manually activated Skill that runs on the ammo system. It gives Cantabile a much lower ATK buff, but also gives her bonus ASPD and Camouflage, while still generating DP with each attack. Because Fleeting Light runs on ammo, the All-Rounder ASPD buff is much less important; she’ll generate DP more quickly with faster attacks, but she won’t actually generate more DP. (On the other hand, Cantabile has low DEF and loses Camouflage while Blocking, so she may still want to stay out of direct combat for the duration.)

Cantabile may not sound that impressive on paper, but her various attributes are more than the sum of her parts. The keyword here is “versatile.” Cantabile’s attacks are fast (especially with Fleeting Light) and reasonably strong (especially with Bystander), and she can hit flying enemies. She generates DP very quickly so long as there are enemies for her to attack, and afterwards she can serve in a fast-redeploy role (soaking enemy abilities, changing positions rapidly, etc.) while still gathering more DP along the way.

The “as long as there are enemies for her to attack” part may sound like an issue, but in practice it’s remarkably lenient. Cantabile doesn’t have to kill her target to gain DP—she just needs to attack—and because Fleeting Light uses ammo, she doesn’t even have a time limit on her DP generation. (Bystander does have limitations, since it doesn’t use ammo and can only be triggered once per deployment, but the instant activation and high ATK buff can still be useful in some situations.) Cantabile wouldn’t be alive today if she wasn’t a flexible and adaptive person, and she delivers these qualities in spades when working in the Doctor’s service.

Newbie Tier List Explanation

A great unit that can fill many roles well for a small roster. She can generate good DP while also contributing decent damage, which is especially useful in early game. She stays relevant into end game, which means her 5 star development costs aren't wasted.

Skill Discussion

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

Cantabile is a very powerful and flexible unit, and is very worthy of an M6 consideration, a rarity among 5★s.

Most people will want to start with her S2. It is the better skill and has very important Mastery gains. Notably, it can be instantly activated at M2 with Bagpipe (regardless of Bagpipe's potentials). Although that is a big point, you will want the full M3 due to ammo and ASPD gains.

If you do not have Bagpipe, you may want to consider starting with S1 Masteries instead. Without Bagpipe, S2 is quite a bit less appealing. The initial cost on S2 can be quite high for the role she fills so the instantly activated S1 can be more appealing. However, even if you do have Bagpipe, you should still consider S1 for Mastery in addition to S2, albeit with lower priority. It has the higher attack multiplier and produces more DP, and for a unit of Cantabile's power, that difference can matter.

Operator Featured Articles

Skill Upgrade Costs

Level Requisites Materials
1 ➝ 2
Lv1
x4
2 ➝ 3
Lv1
x4
x10
3 ➝ 4
Lv1
x6
x3
4 ➝ 5
Lv1
x6
x5
5 ➝ 6
Lv1
x6
x4
6 ➝ 7
Lv1
x6
x2
x3
Skill Level Requisites Materials
1
Lv1 8h
x5
x3
x2
Lv1 16h
x6
x3
x6
Lv1 24h
x10
x4
x3
2
Lv1 8h
x5
x2
x3
Lv1 16h
x6
x2
x7
Lv1 24h
x10
x4
x3

Overall Skill Cost

Elite Upgrade Costs

Level Materials
x20000
x4
x4
x3
x120000
x3
x7
x18

Overall Elite Cost

Total Cost

Operator Profile

Artist 温泉瓜
CV 齐藤佑圭
CV (CN) 若舞
Gender Female
Place of Birth Bolívar
Birthday Apr 7
Race Liberi
Height 169cm
Combat Experience
6 Years
Infection Status Originium crystals distributed across surface of body, confirmed Infected by medical examination.
Nation
Physical Strength Standard
Mobility Normal
Physiological Endurance Standard
Tactical Planning Standard
Combat Skill Standard
Originium Adaptability Standard

Profile

Cantabile was rescued from the slums by the Bolívar office of Rhodes Island and sent to the landship for further treatment. She was accepted into Rhodes Island as an operator six months later, at her own request.

Clinical Analysis

Increase Trust to 25.
Imaging tests show the indistinct outlines of internal organs, obscured by abnormal shadows. Originium granules detected in the circulatory system. The subject is confirmed to be infected with Oripathy.

[Cell-Originium Assimilation] 14%
Crystals mainly found in the upper-right arm.

[Blood Originium-Crystal Density] 0.30u/L
There are many Infected who lose the will to live. Many patients only tell us about their past once we become more familiar with each other, establishing a degree of mutual trust for further treatment. Cantabile refused to interact with us at the start of her treatment, and at one point wanted to terminate treatment entirely; this was concerning, even though she did not take any drastic measures.
Fortunately, she grew to trust us as her treatment progressed.

Archive File 1

Increase Trust to 50.
Cantabile was a topic of some discussion among her fellow patients, who wondered why someone like her was found at death's door in the slums. She seemed more like someone from a well-to-do family in Leithanien, rather than a vagrant who had to be rescued by Rhodes Island operators after suffering an Oripathy attack that caused a panic in the area.
No one was rude enough to ask her about it directly, of course. As her condition stabilized and she became more open to interaction, the patients learned that she had considerably more knowledge of music and literature than the average person. Some of them said that she seemed like a governess, or perhaps used to be one; she could play a dozen musical instruments, talk about poetry in depth, and demonstrated an impressive command of etiquette. She was particularly open to interacting with younger patients, and some sighed that it was Oripathy that caused her predicament.
Background investigations indicate potential past ties to a Bolívarian arms dealer, though it appears that any such ties had been severed by the time she was rescued.

Archive File 2

Increase Trust to 100.
We recommend that patients visit Lena's garden, and let the aroma and metal crabs soothe their minds and souls. The garden is particularly popular with younger patients, but Cantabile seems to have developed an aversion to it and its metal crabs after her first visit. It was not that she was afraid of Beanstalk's crabs, but rather seemed uncomfortable at the guide's use of the word 'pet.' She asked whether we have the children pick out their favorite metal crabs, and form an emotional bond with them, only to ultimately kill these same pets. The medic on duty answered clearly in the negative, and Cantabile did not pursue the topic any further.
As Cantabile's treatment progressed and she became familiar with more of Rhodes Island, she was observed to react to words such as 'instructor' and 'training room', though she refused to reveal any more of her past.
It is against our policies to force people to reveal their pasts if they are not comfortable doing so, and a background check has confirmed that she does not pose a threat to Rhodes Island. Therefore, we operated on the principle of showing our good faith, building her trust in Rhodes Island, and helping her differentiate us from her previous environment.
Since becoming an operator, Cantabile has shown interest in adopting a metal crab, though she continues to have reservations about her ability to care for it. She appears to harbor a fear of witnessing the loss of life, though we believe that simply having such concerns implies that she is relatively well suited for the task. In addition, there are many people eager to help her out, Beanstalk foremost amongst them.

Archive File 3

Increase Trust to 150.
Cantabile has demonstrated a striking interest in the current state of Bolívar since becoming an operator, though her doubts are apparent as well. Her interactions with Dobermann and the Doctor demonstrate a very limited understanding of the true state of the nation. Snippets of her past, garnered from previous conversations, indicate that she learned what she knows from her previous organization, which apparently did not want her well-informed on politics and current events. However, neither Dobermann nor the Doctor would turn down an inquisitive soul, and Cantabile has developed mixed feelings about Bolívar as a result of what she's learned.
While she wrote down Bolívar as her place of birth after some hesitation, she has since mentioned that she was not born there, only that it was where she grew up, the country that she was most familiar with, and the place where everything changed for her. It is hard to assign responsibility for events in the past; Cantabile says that she used to feel like there was no such thing as an innocent Bolívarian, but that she later grew to feel that she herself is the greatest culprit. Tormented by fear and guilt, she wanted atone for her sins with her life.
She says, however, that she has realized that dying in the slums would not have changed anything; she would use the life we saved to atone, and to walk a new path that she was only beginning to see. If life was not simply a 'goal' or a 'tool,' she would find out what she needs to do, and what choices she should make.

Archive File 4

Increase Trust to 200.
When Cantabile first joined Rhodes Island, there was a major difference in how she worked compared to other operators: she was obsessed with every detail of a mission, often to a fault. Although this is not unheard of among new operators and those with a strong sense of responsibility, Cantabile took this beyond all reasonable limits. If a mission involved helping Infected workers, for example, she would look up the family history of the factory owner. She would also write long, non-compliant mission reports afterward, including extraneous details such as her investigation into the previous history of the target. She comes to her own conclusions regarding what is needed of her and how she should complete a mission, listing out various possibilities and compulsively warning herself not to use force except under extreme circumstances.
Cantabile's reports have improved after many corrections and instructions regarding her non-compliant writing style and actions, but her obsessive compulsions did not stop. Her quarters are filled with rejected drafts detailing her thoughts, with various possibilities listed out in increasing detail, and she's even been reprimanded for refusing to carry weapons on a mission.
Her strongest reaction occurred after she accidentally caused an injury. Although the testimony of other operators at the scene absolved Cantabile of all blame, she chose to punish herself by starvation upon returning to HQ, an act that seems to have special significance for her. She was found by medics who noticed that something was not right and forcibly put her on IV, and was temporarily suspended from field operations.
Another noteworthy incident, albeit happier, occurred when Cantabile saved a young child for the first time. She began to tremble uncontrollably as she gave water and food to the malnourished child, and reported feeling that she was fortunate for the first time in her life, trusting in herself and Rhodes Island to help the child, and to give her a better future with freedom of choice.

Promotion Record

Upgrade to Elite LV2.
Cantabile later told us about her first friend.
It was a little girl, about 5-6 years old, whom Cantabile was governess to. Cantabile taught the girl music, read storybooks to her, and helped her make her first pastries. The girl was afraid of her own parents, who rarely showed any emotion on their faces, and the servants limited conversation with their employer's young daughter to a minimum. The governess was both a teacher and a friend to the girl, who quickly grew to rely on her. Cantabile never answered the girl's questions about whether she knew what her parents did, nor did she ever teach the girl anything aside from music. After completing her first mission, Cantabile hurried to the designated location, trembling from fear, the joy of being alive, and revulsion at the blood that she saw. As she was being searched on her way back, her handler found something that she could not bring back with her: a little cloth doll that the girl had left in her pocket.
This was where Cantabile ended her story, as she stroked a little fowlbeast that she had adopted.

Voice Lines

Default
Appointed as Assistant Doctor, watch your hands. If you aren't careful around my weapons, you'll get hurt.
Talk 1 Here are the instruments I used to play. There aren't too many, but the gems on them are very valuable. Sell them, and they should cover my medical fees... Once my debt's cleared, I'd like to go back to living on my own. Would that be alright?
Talk 2 I've seen pets kept around your hospital here, and you have a training room. I've seen some of the children you're giving intensive care in the wards. 'Instructor?' 'Professor?' My previous savior called me the same thing, and look how I ended up.
Talk 3 This? This is my lyre. I may be better with other instruments, but I like playing this one most. Listen. Such an airy, lingering timbre, and the hand moves so beautifully when playing. But let yourself go, fully, and then the knife concealed inside... I'm sorry, that's not acceptable of me, is it?
Talk after Promotion 1 Doctor, do you intend only to treat me here? Strange. You really don't need me to do anything? I can't trust kindness with no strings attached. Let me do a little something for you, okay? I'm sure I'll satisfy, no matter the task—but. You must share with me your motivations.
Talk after Promotion 2 I remember coming back from my first fulfilled mission when I was young, weeping and throwing up, scared I didn't do well enough, that I would starve to death in some forgotten corner, unknown to anyone... No longer do I fear these things. Only in times like with Rhodes Island do I feel I'm truly alive.
Talk after Trust Increase 1 The Originium on my arm... it hurts terribly, but it's much more manageable by now. I know none of the physicians, but I can tell how sincerely they're working to save me. Doctor, once my illness has stabilized to a point, can I... stay here?
Talk after Trust Increase 2 A lot of my past mistakes were made out of fear. I was scared—I felt that if I didn't listen to them, I was dead. But after catching Oripathy, they threw me out there to die, and while I should have been terrified at that moment, more than anything, I could breathe. The sun shining on my face—it was so warm, it really was.
Talk after Trust Increase 3 Doctor, could you take me with you on the next field mission? I want to know the reasoning behind your every decision. Why did you save me, a stranger? Just what—does my life mean to you...? I want to figure you out, just a little clearer.
Idle All the ones before you would sleep with one eye open, when I was around. Do you... trust me that much?
Onboard So you're the Doctor of Rhodes Island...? Thank you for what you did. I'll pay for my treatment in time. Otherwise, I'd like to be on my own for now.
Watching Battle Record I'm a fast learner, don't worry.
Promotion 1 So this is how it feels... to hold life in your hands.
Promotion 2 You aren't the first one to save my life. But if I could was back there again, the last time I was saved, I would choose to starve to death in those barrens. Doctor, I've been thinking... how nice it would've been, if you were there instead.
Added to Squad I trust your judgment. You won't lead me astray.
Appointed as Squad Leader If I make any mistakes, please point them out for me.
Depart Things are different. I don't want to hide myself any longer.
Begin Operation It's them, right?
Selecting Operator 1 What is it?
Selecting Operator 2 I'm listening.
Deployment 1 In time, I'll find the right place for myself too.
Deployment 2 Here, right?
In Battle 1 I'm aware of what I'm doing.
In Battle 2 I know what it is I want.
In Battle 3 I obey my own heart.
In Battle 4 You've gone astray.
4-star Result That's one more step in the right direction, isn't it?
3-star Result Someday in the future, I'll have as clear a direction as you do.
Sub 3-star Result We have a few runaways. A little like I once was.
Operation Failure This isn't happening, don't abandon me... Doctor, where are you?
Assigned to Facility Are you interested in my instruments? I can teach you how to play.
Tap Doctor... that's dangerous.
Trust Tap If I leave someday, you'll send me off, won't you?
Title Arknights.
Greeting I heard the sound of your footsteps, Doctor.