Initial Stats -> Level 100 5★ -> Level 100 5★ Maximum Potential
|Damage||197→685→725||Rate of Fire||49→100→100|
|Critical Rate||40%||Critical Damage||150%|
|Armor Pen||15||Move Speed||15|
Rank Up Cost
Tile and Formation Buff
Unlike G&K Dolls, Ringleaders provide their Buffs to any unit in the Echelon that is tagged appropriately, making positioning less important. Instead, they operate via a series of 'Tags'.
Team Building Notes
Executioners buffs are cumulative, so if a unit is tagged as Melee, she will provide them with 4 buffs. Her buff to Melee units, even prior to Peak Value Analysis, is nothing to sneeze at. Accuracy is a mixed bag, but any benefit to Melee units is nice, as they tend to be underwhelming. The primary Melee units used, Aegis(SWAP), Dragoon (SWAP), and SWAP Rippers have relatively high base Accuracy already, and other, less utilize Melee units typically struggle for reasons outside of hit chance, so do not feel obligated to force Melee units into an echelon with Exeuctioner.
Her Crit Rate buff is somewhat underwhelming, as SF units cannot use standard Equips to raise Crit Rate, and the majority of units have a poor base Crit Rate. The exceptions are generally Ringleaders, who cannot be paired with Executioner, although Jaegers stand out here with a massive 50% base Crit Chance. All units appreciate Damage, buffs, no matter the amount.
ICD: 6 Seconds
Level 10 Effect Slash the enemy with the highest HP, dealing 3 instances of AoE damage for a total of 17.5x Melee damage, in a radius of 1. Damage is evenly distrubuted to all Dummy Links. This damage is evenly distributed over each dummy link of the target.
Additionally, deal 0.7x Damage in a radius of 4, and gain 38 points of Shield on self, lasting 5 seconds.
Peak Value Analysis 4: Improve intitial slash to 25x melee damage, and secondary AoE to 1x melee Damage. (Cooldown: 12 seconds)
ICD: 0 Seconds
Level 10 Effect Activate to switch attack mode. Switching Modes raises Move Speed by 100% for 3 seconds.
Misty Rose: (Default) Deal 1x Damage to Closest Target, and apply 10% vulnerability every 3 attacks.
Clear Sky Empress: Switch to Melee attacks, decreasing attack range by 3, and Rate of Fire by 20%. Attacks inflict critical hits, and deal .8x Damage in radius of 4.
The first fist time you switch attack modes, raise movement speed of all melee units by 50% and grant all Melee units ahead of Executioner a 5 point shield for 5 seconds. (Cooldown: 5 seconds)
Level 5 Effect When switching to melee mode (Clear Sky Empress) increase Evasion by 50% and gain 50 HP shield for 3 seconds.
Level 5 Effect Increase Damage as enemy HP decreases, up to a 20% boost.
She runs forwards, gets focused, and dies. -> Ceia.
While somewhat depressing this is not an inaccurate summary of Executioner. While her Damage output is high, in order to get the most out of her, Executioner needs to enter Melee range, and it is here the self-sabotage begins.
We'll start with the good. Executioner's Damage output is theoretically quite high, and she does feature some degree of AoE, along with an elevated critical hit rate. Almost all of her Skills do feature some degree of survivability boost, either in the form of HP Shields or Evasion. Shatterfrost's boost in Damage offers solid value at level one, although due to the nature of the DPS race in GFL battles can be of limited benefit.
Now for the bad.
First, Executioner's movement speed buffs mean that she is highly likely to make contact with the enemy prior to other melee units when in Melee mode. This is not a good thing, as outside of her relatively limited duration shields, she has no means of increasing her durability, such as Armor, and with enemy Damage rising quickly, her shields do not last long. Without any significant means of boosts her survivability, Executioner tends to merely attract attention and get shot. Her ranged attack mode is fine and can be argued to perform better in some situations than her melee one, but requires sacrificing many of the goodies from her Skills. There are some other quirks to melee units as well, including enemies slipping past, and having to run back to stop them, or just not stopping them at all. Finally, due to her Highest HP targetting, Executioner can be prone to smashing exactly the enemy you do not want her to target, functionally wasting her Skill.
In the end, Executioner struggles to compare to her compatriots.
ICD: 6 Seconds
|High Priority||As Executioner wants to do as much damage as possible while she is still alive, leveling Hybrid attack is very important. The difference between SL1 and SL10 is more than double the Damage, and almost double the Shields, massively boosting Executioners Damage output.|
ICD: 0 seconds
|Medium Priority||The primary value in leveling this Skill is reducing the Rate of Fire Debuff for her Melee mode, which if you are going to get the full value out of Executioner, you need to do. It also improves the vulnerabity debuff on her ranged attacks, but that is a side benefit.|
|Low Priority||Blazing offers a fairly large boost to Executioners suvivability when maxed out, however the duration of these buffs is short, and her attack mode cannot be rapidly cycled to refresh them, reducing the overall value of this Skill quite a bit.|
|Low Priority||Poor scaling, and a relatively marginal benefit make investment into Shatterfrost unneeded in the vast majority of situtations. For those looking to squeak every last bit of performance out of her, it is worth doing, in general the returns on leveling this Skill are poor.|
Peak Value Analysis
|1||Tile Buff Improved|
|3||Evasion +15, Health +120|
|4||Skill 1 Improved|