Arknights

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Arknights is a free-to-play mobile Tower Defense gacha game developed by Hypergryph. Lemmy users, please visit the original instance for the full rules. But TL;DR, No NSFW art, very low effort shitposts, english only, no AI art, no excessive self-promo.

founded 1 year ago
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Forgot to post this, but uhh, same case as last weak, talk about whatever

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[EVENT RERUN] Il Siracusano (media.kbin.social)
submitted 5 months ago* (last edited 5 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

Lappland hunt for Texas and wacky Siracusan politics
IS-10: Incandescent Ally
IS-9: Compound Cutting Fluid
IS-8: Orirock Cluster

Farming efficiency: Alloy > Fluid > Rocks
Again thanks to Gamepress for all the calculations.
Returning Players:

The following stages should be cleared for certs and other rewards: IS-2, IS-5, IS-8, IS-9, IS-10, IS-EX-8 CM.

Would advise to visit Oldwell.info for upcoming events.

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submitted 6 months ago* (last edited 5 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

The glorious Leithanien music will go on eternally .

  • CV-6: Oriron Cluster
  • CV-7: Integrated Device
  • CV-8: Loxic Kohl

Farming efficiency: Device > Kohl > Oriron
Again thanks to Gamepress for all the calculations.

Would advise to visit oldwell.info.

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Chapter 13 is out! Change of mechanic in chapter release, you get sanity boosters and material loot from spending sanity, so no more chance for drop and no more 1-7 being best farm stage .

Delphine is our new chapter welfare.

The banner that came along has Hoeder, Quercus, Vendela and Verdant.

Remember that doing at maximum difficulty also rewards all lower difficulties first time rewards as well.

Event PV
Also Oldwell.info if you curios what will be next
~~I didn't done Design of strife thread due event being so hard that people who need guides know where to find them~~
~~edited due being confused how mechanic worked~~

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Operator Information

Key:

  • E2 max for HP/ATK/DEF/RES; Trust bonuses included
  • Welfares and 4*s regarded as Pot 6; other units regarded as Pot 1
  • E0 -> E1 -> E2 for DP Cost and Block (if applicable)

6* Ambusher: Ascalon

Trait: Deals Damage to all targets within range; 50% chance to dodge Physical and Arts attacks and is less likely to be targeted by enemies

Stats

HP ATK Attack Interval Deployment Cost
1823 954 3.5 seconds 19 -> 21 -> 21
DEF RES Block Count Redeployment Time
373 30 0 70 seconds

Trust bonus: HP + 200, DEF + 40

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 HP +160 Improves Second Talent DP Cost -1

Talents

  • Talent 1:

Attacks inflict the following effects on enemies: Movement Speed -18%; receive 10% of the current attack’s ATK as Arts Damage per second, lasting 25 seconds and stacking up to 3 times

  • Talent 2:

ASPD +8 (+10), and ASPD +6 when there is a high ground in the four adjacent tiles.

Skills

  • S1: 0/8 (0/7) Initial SP, Auto Recovery, Auto Activation

The ATK of the next attack is increased to 170% (210%), and attacks twice consecutively

Can store 3 charges

  • S2: 10/24 (15/20) Initial SP, Auto Recovery, Manual Activation, 35s Duration

ATK +90% (+130%); Ground enemies within range have -40% (-60%) Movement Speed; and when an enemy is defeated, applies one stack of the first Talent to surrounding enemies

  • S3: 30/49 (35/45) Initial SP, Auto Recovery, Manual Activation, 45s Duration

Attack Range expands; ATK +20% (+50%); Attack interval -1.5s; reduces Physical/Arts Hit Rate of ground enemies within range by 30% (50%); Ascalon is more likely to be attacked by enemies; and when an enemy misses an attack or Ascalon dodges, Ascalon recovers 5% (8%) Max HP

Base Skills

E0: When this Operator is assigned to the Control Center, if there is an Operator who is doing Skill Mastery Training, the Operator’s Skill Mastery Training Speed will be +5% (only the most effective one will take effect when assigned Operators have the same skill effect).

E2: When this Operator is assigned to the Control Center, all Trading Posts’ order efficiency +7% (only the most effective one will take effect when assigned Operators have the same skill effect).

5* Blast Caster: Aroma

Trait: Deals AOE Arts damage in a long line

Stats

HP ATK Attack Interval Deployment Cost
1651 840 2.9 seconds 30 -> 33 -> 33
DEF RES Block Count Redeployment Time
115 20 1 70 seconds

Trust bonus: HP +60, ATK +80

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 ATK +33 Improves Talent DP Cost -1

Talent

When damaging an enemy for the first time, ATK is increased to 110% (115%) and the target is Levitated for 2.5 seconds

Skills

  • S1: 0/9 (0/8) Initial SP, Auto Recovery, Auto Activation

The next attack deals 180% (210%) ATK as Arts Damage, and an additional 70% (90%) ATK as Arts Damage to aerial targets

  • S2: 21/48 (27/42) Initial SP, Auto Recovery, Manual Activation, 23s Duration

ATK +80% (+100%); Attack Range expands; when an enemy within range exits the Levitate state, deals 80% (110%) ATK as Arts Damage

Base Skills

E0: When this Operator is assigned to a Factory, Precious Metal formula related productivity +25%, and Morale consumed per hour +0.25

E2: When this Operator is assigned to a Factory, productivity +2% per hour, up to +20%

4* Juggernaut: Lutonada

Trait: Cannot be healed by allies

Stats

HP ATK Attack Interval Deployment Cost
3950 790 1.6 seconds 30 -> 32 -> 34
DEF RES Block Count Redeployment Time
545 10 2->3->3 70 seconds

Trust bonus: HP +400, DEF +50

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 DEF +25 Improves Talent DP Cost -1

Talent

Restores 16% (18%) HP when an enemy blocked by this unit is defeated

Skills

  • S1: 0/4 (0/3) Initial SP, Offensive Recovery, Auto Activation

Increases the ATK of next attack to 200% (230%)

  • S2: 15/35 (20/35) Initial SP, Auto Recovery, Manual Activation, 30s Duration

Stops attacking; DEF 95+% (+130%); every *2 seconds, *deals 70% (100%) ATK as Arts Damage to all surrounding ground enemies, and drags all unblocked enemies toward Lutonada

Base Skills

E0: When this Operator is assigned to the Workshop to process Elite Materials, reduces the Morale consumed by all corresponding formulas that cost 2 Morale by -1.

E1: When this Operator is assigned to the Workshop to process Elite Materials, the production rate of byproduct increases by 80%.

5* Earthshaker: Odda

Trait: Attacks deal 50% ATK as Physical splash damage to enemies around the target

Stats

HP ATK Attack Interval Deployment Cost
2593 1260 1.8 seconds 19 -> 21
DEF RES Block Count Redeployment Time
367 0 2 70 seconds

Trust bonus: ATK +70, DEF +30

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -10 DP Cost -1 Improves Talent DP Cost -1

Talent

After dealing Physical Damage 30 times, ATK +15% (+18%)

Skills

  • S1: 0/3 (0/2) Initial SP, Offensive Recovery, Automatic Activation

The ATK of the next attack increases to 180% (240%) and splash radius increases to 1.5 tiles

  • S2: 10/34 (15/30) Initial SP, Auto Recovery, Manual Activation, 18s Duration

ATK +70% (+100%); DEF +70% (+100%); when hit by an attack’s splash damage, enemies below a certain Weight will be Levitated for 0.5 seconds

Base Skills

E0: When this Operator is assigned to the Reception Room, if no other Operators are working in the Reception Room, increases Clue search speed by 15%, and Morale consumed per hour +1

E2: When this Operator is assigned to the Reception Room, if no other Operators are working in the Reception Room, increases Clue search speed by 35%, and Morale consumed per hour +1


Module Information

Operator Mod Level Stat Gains Effect
Muelsyse 1 HP +160 ATK +15 DEF +20 Trait upgrade: This unit can designate one Tactical Point within attack range to call Reinforcements; Reinforcements receive 15% less damage from enemies blocked by themselves; ATK is increased to 150% when attacking enemies blocked by Reinforcements
2 HP +180 ATK +20 DEF +25 Talent upgrade: Can summon a Flowing Shape to assist in combat. Flowing Shapes can partially copy an undeployed Operator's attributes (Max HP, ATK, DEF, RES, Block Count, Attack Interval, Attack Range, Damage Type, and obtain a special trait depending on whether in melee or ranged form); on the first deployment gains 5 SP; will respawn 25 seconds after being defeated
3 HP +190 ATK +25 DEF +30 Talent upgrade: Can summon a Flowing Shape to assist in combat. Flowing Shapes can completely copy an undeployed Operator's attributes (Max HP, ATK, DEF, RES, Block Count, Attack Interval, Attack Range, Damage Type, and obtain a special trait depending on whether in melee or ranged form); on the first deployment gains 5 SP; will respawn 25 seconds after being defeated
Vigil 1 HP +150 ATK +20 DEF +15 Trait upgrade: This unit can designate one Tactical Point within attack range to call Reinforcements; Reinforcements receive 15% less damage from enemies blocked by themselves; ATK is increased to 150% when attacking enemies blocked by Reinforcements
2 HP +170 ATK +25 DEF +20 Talent upgrade: Can summon a Wolfpack initially consisting of 3 'Wolf Shadows' at the Tactical Point to assist in combat; The number of 'Wolf Shadows' increases by 1 every 25 seconds (up to a maximum of 3; each 'Wolf Shadow' increases the Wolfpack's Block by 1 and causes its attacks to deal an additional instance of damage); whenever a 'Wolf Shadow' is lost, the Wolfpack gains 39% Physical Dodge for 7 seconds
3 HP +180 ATK +30 DEF +25 Talent upgrade: Can summon a Wolfpack initially consisting of 3 'Wolf Shadows' at the Tactical Point to assist in combat; The number of 'Wolf Shadows' increases by 1 every 25 seconds (up to a maximum of 3; each 'Wolf Shadow' increases the Wolfpack's Block by 1 and causes its attacks to deal an additional instance of damage); whenever a 'Wolf Shadow' is lost, the Wolfpack gains 50% Physical Dodge for 10 seconds
Blacknight 1 HP +125 ATK +15 DEF +10 Trait upgrade: This unit can designate one Tactical Point within attack range to call Reinforcements; Reinforcements receive 15% less damage from enemies blocked by themselves; ATK is increased to 150% when attacking enemies blocked by Reinforcements
2 HP +140 ATK +17 DEF +15 New Talent: When there is a Sleeping enemy within range, the ATK of Blacknight and the Slumberfoot is increased by +5%
3 HP +150 ATK +20 DEF +20 Talent upgrade: When there is a Sleeping enemy within range, the ATK of Blacknight and the Slumberfoot is increased by +10%
Beanstalk 1 HP +100 ATK +15 Trait upgrade: This unit can designate one Tactical Point within attack range to call Reinforcements; Enemies blocked by Reinforcements are more likely to be attacked; ATK is increased to 165% when attacking enemies blocked by Reinforcements
2 HP +125 ATK +20 Talent upgrade: Can summon Metal Crabs to assist in combat from a Tactical Point; Metal Crabs gain +10% DEF when blocking an enemy; Metal Crabs will automatically respawn 15s after being defeated
3 HP +140 ATK +25 Talent upgrade: Can summon Metal Crabs to assist in combat from a Tactical Point; Metal Crabs gain +15% DEF when blocking an enemy; Metal Crabs will automatically respawn 15s after being defeated
Ascalon 1 HP +180 ATK +15 Trait upgrade: Deals Damage to all targets within range; 50% chance to dodge Physical and Arts attacks and is less likely to be targeted by enemies; Slows the Movement Speed of enemies within this unit's attack range by 20%
2 HP +230 ATK +33 Talent upgrade: Attacks inflict the following effects on enemies: Movement Speed -18%; receive 11% of the current attack’s ATK as Arts Damage per second, lasting 27 seconds and stacking up to 3 times
3 HP +270 ATK +53 Talent upgrade: Attacks inflict the following effects on enemies: Movement Speed -18%; receive 11% of the current attack’s ATK as Arts Damage per second, lasting 30 seconds and stacking up to 3 times
Aroma 1 HP +150 ATK +49 Trait upgrade: Attacks deal extremely long-ranged AoE Arts damage; damage dealt increases with distance, up to 110%
2 HP +175 ATK +55 Talent upgrade: When damaging an enemy for the first time, ATK is increased to 115% and the target is Levitated for 2.5 seconds
3 HP +190 ATK +60 Talent upgrade: When damaging an enemy for the first time, ATK is increased to 120% and the target is Levitated for 2.5 seconds
Lutonada 1 HP +180 DEF +30 Trait upgrade: Cannot be healed by allies; Damage taken from enemies blocked by self is reduced by 15%
2 HP +280 DEF +50 Talent upgrade: Restores 20% HP when an enemy blocked by this unit is defeated
3 HP +350 DEF +60 Talent upgrade: Restores 22% HP when an enemy blocked by this unit is defeated
Ho'olheyak 1 HP +105 ATK +32 DEF +15 Trait upgrade: Deals Arts damage; Gain 1 SP when normal attacks hit an elite or leader enemy
2 HP +125 ATK +40 DEF +20 Talent upgrade: Applies Weightless to enemies within Attack Range with 60% or more HP, and 10% Arts Fragility to enemies below 50% HP
3 HP +140 ATK +45 DEF +25 Talent upgrade: Applies Weightless to enemies within Attack Range with 50% or more HP, and 20% Arts Fragility to enemies below 50% HP
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submitted 7 months ago* (last edited 7 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

Black steel event! Black steel event! Black steel~~~ event!

  • CV-6: Sugar Pack
  • CV-7: Grindstone
  • CV-8: Transmuted Salt

Farming efficiency: Sugar > Grindstone > Salt
Again thanks to Gamepress for all the calculations.

The event stages will be released in parts:

Part 1 : Septemeber 5 - September 19
Part 2: Septemeber 12 - September 19

Would advise to visit oldwell.info.

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Operator Information

Key:

  • E2 max for HP/ATK/DEF/RES; Trust bonuses included
  • Welfares and 4*s regarded as Pot 6; other units regarded as Pot 1
  • E0 -> E1 -> E2 for DP Cost and Block (if applicable)

6* Trapmaster: Ela

Trait: Can use traps to assist in combat, but traps cannot be placed on tiles already occupied by an enemy

Stats

HP ATK Attack Interval Deployment Cost
1468 668 0.85 seconds 10 -> 12 -> 12
DEF RES Block Count Redeployment Time
173 0 1 70 seconds

Trust bonus: ATK +80

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Improves First Talent ATK +27 Improves Second Talent DP Cost -1

Talents

  • Talent 1:

Ela can deploy up to 3 (+1) Grzmot Mines (Can store up to 4). The first enemy that steps on a Grzmot Mine will trigger its effect. When Ela is retreated, the Grzmot Mine effect will be triggered, centered on Ela.

  • Talent 2:

Attacks have a 30% chance to increase ATK to 150% (+160%); the effect is guaranteed against enemies affected by Grzmot Mines.

Skills

  • S1: 0/21 (0/18) Initial SP, Auto Recovery, Auto Activation

Passive: When Grzmot Mines are triggered, enemies within a 1.7-tile radius are Slowed and their Physical/Arts hit rate will be reduced by 30% (40%) for 9 (10) seconds.

Active effect: Immediately gain 1 Grzmot Mine

  • S2: 8/19 (12/16) Initial SP, Offensive Recovery, Manual Activation, 20s Duration

Passive: When Grzmot Mines are triggered, enemies within a 1.7-tile radius are Stunned for 4 (5) seconds.

Active effect: Ela uses a Deployable Shield which increases her DEF by 250% (300%) and reduces her Attack Range. Attacks deal Physical splash damage in a 1.1-tile radius and ignore 500 (800) DEF.

When the skill ends, gain 1 Grzmot Mine.

  • S3: 16/40 (16/34) Initial SP, Auto Recovery, Manual Activation

Passive: When Grzmot Mines are triggered, enemies within a 1.7-tile radius are Slowed and are inflicted with 25% (35%) Fragile for 6 (7) seconds.

Active effect: Attack Interval -0.35 seconds; ATK +60% (+90%); prioritizes attacking enemies hit by Grzmot Mines.

Skill activation grants 40 ammo and the skill ends when all ammo is used (Can manually deactivate skill)

When the skill ends, gain 2 Grzmot Mines.

Base Skills

E0: When assigned to be the Trainer in the Training Room, for every other [Defender] Operator in the Base (excluding assistants, max 4), Operators' Specialization training speed +10%

[Defender] Operators: Tachanka, Frost, Ela, Doc

E2: When assigned to the Control Center, increases the likelihood of obtaining clues that are not on the Clue Board, but increases Morale recovery per hour of all Operators in the Control Center except self by +0.25

5* Instructor: Doc

Trait: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%

Stats

HP ATK Attack Interval Deployment Cost
2367 657 1.05 seconds 14 -> 16 -> 16
DEF RES Block Count Redeployment Time
400 0 2 70 seconds

Trust bonus: HP +150, DEF +40

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 Max HP +200 Improves Talent DP Cost -1

Talent

Max HP +12%; attacks ignore 120 (+20) DEF

Skills

  • S1: 11/30 (15/25) Initial SP, Auto Recovery, Manual Activation

Immediately heals self for 300% (400%) ATK; Attack Interval -0.7s afterwards

Skill activation grants 31 ammo and the skill ends when all ammo is used (Can manually deactivate skill); Can only be used 3 times every deployment

  • S2: 9/20 (15/20) Initial SP, Auto Recovery, Manual Activation

Immediately fires the Stim Pistol forward; if the first target hit is an allied Operator, they will be healed for 600% (750%) of Doc’s ATK

Can only be used 3 times every deployment

Base Skills

E0: When assigned to be the Trainer in the Training Room, for every other [Defender] Operator in the Base (excluding assistants, max 4), Operators' Specialization training speed +10%

[Defender] Operators: Tachanka, Frost, Ela, Doc

E2: When assigned to a Dormitory, restores +0.2 Morale per hour to all Operators assigned to that Dormitory (Only the strongest effect of this type takes place).

5* Dollkeeper: Iana

Trait: Does not retreat upon receiving lethal damage, instead swaps to a <Substitute> (Substitute has 0 Block). Swaps back to the original after 20 seconds

Stats

HP ATK Attack Interval Deployment Cost
2436 758 1.2 seconds 13 -> 15 -> 15
DEF RES Block Count Redeployment Time
321 0 1 70 seconds

Trust bonus: ATK +50, DEF +30

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 ATK +27 Improves Talent DP Cost -1

Talent

When Iana is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with a 20% (+2%) Fragile and they lose Invisibility for 8 seconds, and the Gemini will be replaced by the <Substitute> in combat.

Skills

  • S1: Passive

Upon switching to the <Substitute>, immediately deals 340% (400%) ATK as Physical Splash Damage to the Gemini’s attacker in a 1-tile radius

  • S2: 4/6 (4/5) Initial SP, Auto Recovery, Manual Activation, 10s Duration

Immediately causes surrounding enemies to lose Invisibility for 10 seconds and switches to the <Substitute>

ASPD +260 (+300) and gains Invisibility for the skill’s duration

Base Skills

E0: When assigned to be the Trainer in the Training Room, for every other [Attacker] Operator in the Base (excluding assistants, max 4), Operators' Specialization training speed +10%

[Attacker] Operators: Ash, Blitz, Iana, Fuze

E2: When assigned to the Reception Room, Clue search speed increases by 5%, and for every 1 [Intelligence Reserve], increases by extra 5%

5* Centurion: Fuze

Trait: Attacks all blocked enemies

Stats

HP ATK Attack Interval Deployment Cost
2660 835 1.2 seconds 18 -> 20 -> 22
DEF RES Block Count Redeployment Time
330 0 2 -> 2 -> 3 70 seconds

Trust bonus: ATK +40, DEF +40

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -10 DP Cost -1 Improves Talent DP Cost -1

Talent

Fuze has a 27% (+3%) chance to resist ranged Physical Damage received.

Skills

  • S1: 21/49 (25/45) Initial SP, Auto Recovery, Manual Activation

Attack Range +1 tile; ATK +17% (+30%); ASPD +75 (+90)

Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)

  • S2: 16/34 (20/30) Initial SP, Auto Recovery, Manual Activation

When this skill is activated, plants Cluster Charges on the ranged tile in front of Fuze. After a certain delay, the Cluster Charges will explode 5 times on passable ground tiles behind the ranged tile, dealing 440% (480%) ATK as Physical damage in a 0.8-tile radius each time.

This skill can only be used when Fuze is facing a ranged tile with passable ground tiles behind it; Can only be used 3 times every deployment

Base Skills

E0: When assigned to be the Trainer in the Training Room, for every other [Attacker] Operator in the Base (excluding assistants, max 4), Operators' Specialization training speed +10%

[Attacker] Operators: Ash, Blitz, Iana, Fuze

E2: When assigned to a Factory, productivity +20%, and for every 1 bottle of Ursus Specialty Beverage, Capacity Limit +2


Module Information

Operator Mod Level Stat Gains Effect
Jessica the Liberated 1 HP +180 ATK +50 DEF +25 Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 HP +220 ATK +57 DEF +31 Talent upgrade: Can deploy a stronger Mobile Shield (HP +300, DEF +57) adjacent to Jessica that lasts for 50s -> 55s. After the Mobile Shield is deployed, Jessica changes her deployment direction to face the Mobile Shield, increasing the DEF of Jessica and allies behind her by 15%
3 HP +250 ATK +65 DEF +37 Talent upgrade: Can deploy an even stronger Mobile Shield (HP +380, DEF +79) adjacent to Jessica that lasts for 55s -> 60s. After the Mobile Shield is deployed, Jessica changes her deployment direction to face the Mobile Shield, increasing the DEF of Jessica and allies behind her by 15%
Liskarm 1 ATK +38 DEF +30 Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 ATK +47 DEF +38 Talent upgrade: Restores 1 Skill Point to this Operator and a random ally in the surrounding tiles when attacked; there is a 30% certain chance to restore 1 additional SP
3 ATK +52 DEF +43 Talent upgrade: Restores 1 Skill Point to this Operator and a random ally in the surrounding tiles when attacked; there is a 30% -> 60% to restore 1 additional SP
Blitz 1 HP +180 ATK +35 Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 HP +220 ATK +40 Talent upgrade: Prioritize Stunned enemies; ATK increased to 160% -> 170% when attacking Stunned enemies
3 HP +250 ATK +52 Talent upgrade: Prioritize Stunned enemies; ATK increased to 170% -> 180% when attacking Stunned enemies
Ela 1 ATK +36 DEF +12 Trait upgrade: Can use traps to assist in combat, but traps cannot be placed on tiles already occupied by an enemy; the Operator can be deployed on ground tiles, and traps can be deployed on ranged tiles
2 ATK +50 DEF +22 Talent upgrade: Attacks have a 30% -> 40% to increase ATK to 150% -> 160%; the effect is guaranteed against enemies affected by Grzmot Mines.
3 ATK +60 DEF +30 Talent upgrade: Attacks have an 40% -> 50% to increase ATK to 160% -> 170%; the effect is guaranteed against enemies affected by Grzmot Mines.
Fuze 1 HP +100 ATK +50 Trait upgrade: Attacks all blocked enemies; While above 50% HP, reduces the amount of Physical damage taken by 20%
2 HP +150 ATK +60 Talent upgrade: Fuze has a 30% -> 33% chance to resist ranged Physical Damage received, and has +3% DEF
3 HP +180 ATK +70 Talent upgrade: Fuze has a 33% -> 35% chance to resist ranged Physical Damage received, and has +3% -> +6% DEF
Iana 1 ATK +45 DEF +25 Trait upgrade: Instead of retreating when defeated, switch to a <Substitute> (Substitute has 0 Block, but ATK is increased) for 20 seconds before switching back to the original
2 ATK +55 DEF +35 Talent upgrade: When Ela is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with a 20% -> 25% Fragile effect and they lose Invisibility for 8s -> 10s, and the Gemini will be replaced by the <Substitute> to attack.
3 ATK +65 DEF +40 Talent upgrade: When Ela is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with a 25% -> 28% Fragile effect and they lose Invisibility for 10s, and the Gemini will be replaced by the <Substitute> to attack.
Doc 1 HP +100 ATK +25 DEF +15 Trait upgrade: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%; Can also be deployed on Ranged tiles
2 HP +150 ATK +30 DEF +20 Talent upgrade: Max HP +12% -> +15%; attacks ignore 120 -> 150 DEF
3 HP +180 ATK +35 DEF +23 Talent upgrade: Max HP +15% -> +18%; attacks ignore 150 -> 180 DEF
Ash 1 HP +90 ATK +14 DEF +12 Trait upgrade: Attacks aerial enemies first; Increases ATK to 110% when attacking aerial targets
2 HP +140 ATK +19 DEF +16 Talent upgrade: After deployment, immediately throw a Stun Grenade at an enemy within range, Stun them and nearby enemies for 4s -> 5s, and Ash deals +7% Physical Damage to the affected targets for 5 seconds
3 HP +170 ATK +22 DEF +19 Talent upgrade: After deployment, immediately throw a Stun Grenade at an enemy within range, Stun them and nearby enemies for 5s -> 6s, and Ash deals +7% -> +10% increased Physical Damage to the affected targets for 5s -> 6s

Credits:

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submitted 8 months ago* (last edited 8 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

Big mechs, strange phenomena and good intention going awry!
Dorothy Vision returns!
~~there was never delay, no delays in our schedule~~
DV-8: Incandescent Ally
IDV-7: Loxic Kohl
DV-6: Polyester Pack

Farming efficiency: Kohl > alloy > Poly
Again thanks to Gamepress for all the calculations.
Returning Players:

The following stages should be cleared for certs: DV-1, DV-2, DV-3, DV-4, DV-5, DV-6, DV-7, DV-8, DV-EX-8-CM.

Would advise to visit Oldwell.info for upcoming events.

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submitted 8 months ago* (last edited 8 months ago) by MJYW@kbin.social to c/arknights@kbin.social
 
 
Operator Mod Level Stat Gains Effect
Jessica the Liberated 1 HP+ ATK+ DEF+ Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 HP++ ATK++ DEF++ Talent upgrade: Can deploy a stronger Mobile Shield adjacent to Jessica that lasts for a longer duration. After the Mobile Shield is deployed, Jessica changes her deployment direction to face the Mobile Shield, increasing the DEF of Jessica and allies behind her by 15%
3 HP+++ ATK+++ DEF+++ Talent upgrade: Can deploy an even stronger Mobile Shield adjacent to Jessica that lasts for an even longer duration. After the Mobile Shield is deployed, Jessica changes her deployment direction to face the Mobile Shield, increasing the DEF of Jessica and allies behind her by 15%
Liskarm 1 ATK+ DEF+ Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 ATK++ DEF++ Talent upgrade: Restores 1 Skill Point to this Operator and a random ally in the surrounding tiles when attacked; there is a certain chance to restore 1 additional SP
3 ATK+++ DEF+++ Talent upgrade: Restores 1 Skill Point to this Operator and a random ally in the surrounding tiles when attacked; there is a greater chance to restore 1 additional SP
Blitz 1 HP+ ATK+ Trait upgrade: Blocks 3 enemies and attacks from long range; enemies within Attack Range lose Invisibility
2 HP++ ATK++ Talent upgrade: Prioritize Stunned enemies; ATK further increased when attacking Stunned enemies
3 HP+++ ATK+++ Talent upgrade: Prioritize Stunned enemies; ATK even further increased when attacking Stunned enemies
Ela 1 ATK+ DEF+ Trait upgrade: Can use traps to assist in combat, but traps cannot be placed on tiles already occupied by an enemy; the Operator can be deployed on ground tiles, and traps can be deployed on ranged tiles
2 ATK++ DEF++ Talent upgrade: Attacks have a greater chance to increase ATK to a higher amount; the effect is guaranteed against enemies affected by Grzmot Mines.
3 ATK+++ DEF+++ Talent upgrade: Attacks have an even greater chance to increase ATK to an even higher amount; the effect is guaranteed against enemies affected by Grzmot Mines.
Fuze 1 HP+ ATK+ Trait upgrade: Attacks all blocked enemies; While above 50% HP, reduces the amount of Physical damage taken by 20%
2 HP++ ATK++ Talent upgrade: Fuze has an increased chance to resist ranged Physical Damage received, and has increased DEF
3 HP+++ ATK+++ Talent upgrade: Fuze has a further increased chance to resist ranged Physical Damage received, and has further increased DEF
Iana 1 ATK+ DEF+ Trait upgrade: Instead of retreating when defeated, switch to a <Substitute> (Substitute has 0 Block, but ATK is increased) for 20 seconds before switching back to the original
2 ATK++ DEF++ Talent upgrade: When Ela is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with a stronger Fragile effect and they lose Invisibility for a longer duration, and the Gemini will be replaced by the <Substitute> to attack.
3 ATK+++ DEF+++ Talent upgrade: When Ela is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with an even stronger Fragile effect and they lose Invisibility for a longer duration, and the Gemini will be replaced by the <Substitute> to attack.
Doc 1 HP+ ATK+ DEF+ Trait upgrade: Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%; Can also be deployed on Ranged tiles
2 HP++ ATK++ DEF++ Talent upgrade: Max HP further increased; attacks ignore a greater amount of the target's DEF
3 HP+++ ATK+++ DEF+++ Talent upgrade: Max HP even further increased; attacks ignore an even greater amount of the target's DEF
Ash 1 HP+ ATK+ DEF+ Trait upgrade: Attacks aerial enemies first; Increases ATK to 110% when attacking aerial targets
2 HP++ ATK++ DEF++ Talent upgrade: After deployment, immediately throw a Stun Grenade at an enemy within range, Stun them and nearby enemies for a longer duration, and Ash deals increased Physical Damage to the affected targets for a few seconds
3 HP+++ ATK+++ DEF+++ Talent upgrade: After deployment, immediately throw a Stun Grenade at an enemy within range, Stun them and nearby enemies for an even longer duration, and Ash deals further increased Physical Damage to the affected targets for a longer duration

Notes:

  • Ela base Talent: Attacks have a 30% chance to increase ATK to 150%; the effect is guaranteed against enemies affected by Grzmot Mines.
  • Iana base Talent: When Ela is deployed, the Gemini occupies her tile. The Gemini does not attack. When the Gemini is attacked, the attacker will be afflicted with a 20% Fragile and they lose Invisibility for 8 seconds, and the Gemini will be replaced by the <Substitute> to attack.
  • Doc base Talent: Max HP +12%; attacks ignore 120 DEF
  • Fuze base Talent: Fuze has a 27% chance to resist ranged Physical Damage received
11
 
 

Our first Vignette in ages that also related to IS4 that will be soon afterwards!

  • FD-7: Oriron Cluster
    
    
  • FD-8: Integrated Device
    
    

Farming efficiency: Integrated Device > Oriron Cluster
Again thanks to Gamepress for all the calculations.

The only way to unlock Vignettes stories are by using Information Fragments so best to buy as much as you can instead of using red certificates.
Would advise to visit oldwell.info.
~~Also late posting this, so sorry for being late~~

12
2
submitted 8 months ago* (last edited 8 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

Boss rush event is back!
From February 12, 2024, 10:00(UTC-7) - February 26, 2024, 03:59(UTC-7) .
You don't need to clear all stages, but clearing them all and doing side missions will net you so much points that you don't need to "grind" event.

  1. TN-1: Survival of the Fittest - Preset Operators
    All DP will be consumed whenever a non-Vanguard Operator is deployed. For each DP consumed in this manner, that Operator gains +1% ATK .

  2. TN-2: Blood an Terror - Preset Operators
    For each Yan Operator on the field, including their summons, all Operators and summons have +8% HP and recover +0.8% HP/s

3.TN-3: Deep in Danger - Preset Operators
Each time an Operator uses a skill, all Rhine Lab Operators gain +2 SP

Bosses:

  • TN1 : Pancho Salas, The Big Ugly Thing
  • TN2 : Tola, Blood Knight, Damazti Cluster
  • TN3 : Quintus, First to Talk, The Endspeaker
  • TN4 : Father Agenir, Andoain, Zaaro

Sources:
https://oldwell.info/
https://arknights.wiki.gg/wiki/Trials_for_Navigator_3

13
2
submitted 9 months ago* (last edited 8 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

Underground city? Check. Genius little people? Check. Trouble in paradise? Check!
The return of Ideal city is here!
IC-9: RMA70-12
IC-8: Coagulating Gel
IC-7: Aketon

Farming efficiency: Gel > Aketon > RMA
Again thanks to Gamepress for all the calculations.
Returning Players:

The following stages should be cleared for certs: IC-1, IC-2, IC-3, IC-4, IC-5, IC-6, IC-7, IC-8, IC-9, IC-EX-8-CM .

Would advise for future resource farming and vague prediction of future in-game events

14
 
 

Operator Information

Key:

  • E2 max for HP/ATK/DEF/RES; Trust bonuses included
  • Welfares and 4*s regarded as Pot 6; other units regarded as Pot 1
  • E0 -> E1 -> E2 for DP Cost and Block (if applicable)

6* Guardian: Shu

Trait: Can heal allies by using skill(s)

Stats

HP ATK Attack Interval Deployment Cost
3213 529 1.2s 18 -> 20 -> 22
DEF RES Block Count Redeployment Time
662 10 1 70s

Trust bonus: ATK +50, DEF +60

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 HP +200 ATK +25 Improves First Talent DP Cost -1

Talents

  • Talent 1:

When healing Operators, seeds will be planted on the targets and the 4 adjacent tiles, and applies the following effects: restore 70 (+5) HP per second and grant 10% (+2%) Sanctuary

  • Talent 2:

When there are three Operators of different classes deployed, all Operators gain +12% Max HP; When there are three Operators of the same class deployed, all Operators gain +12 ASPD; When there are 4 [Sui] Operators in the squad, all Operators gain +12% ATK and +1 SP every 4 seconds.

Skills

  • S1: 0/5 (0/4) Initial SP, Auto Recovery, Auto Activation

Restores the HP of a nearby ally with less than 50% HP by 150% (180%) of the Operator’s ATK in the next attack

Can store 2 (3) charges

  • S2: 20/30 (20/25) Initial SP, Auto Recovery, Manual Activation, 25s Duration

Stops attacking and focuses on healing up to 2 friendly units in range; ATK +90% (+120%); Block +1; Talent 1 effect increases to 1.4x (1.5x).

There is a separate interval for healing.

  • S3: 30/50 (30/45) Initial SP, Auto Recovery, Manual Activation, 30s Duration

Healing Range expands; Can attack and heal Operators simultaneously; ATK +34% (+50%). When there are ground enemies on sown tiles, friendly units within range gain 20% (25%) ATK and +20 (+25) ASPD. When enemies pass through sown tiles, they gain the following effect: When they move at least 3 tiles (2 tiles) from the sown tile, they will be teleported back to the sown tile.

Base Skills

E0: When assigned to a Factory, the Morale consumption of all Operators in the current Factory is reduced by -0.1 per hour.

E2: When assigned to a Factory, for every 3 <Worldly Plight>, productivity +1%.

6* Soloblade: Zuo Le

Trait: Can’t be healed by other units. Recovers 70 self HP every time this Operator attacks an enemy

Stats

HP ATK Attack Interval Deployment Cost
4198 820 1.2s 22 -> 24 -> 26
DEF RES Block Count Redeployment Time
355 0 1 70s

Trust bonus: Max HP +340, ATK +40, DEF +40

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 ATK +26 Improves Second Talent DP Cost -1

Talents

  • Talent 1:

Gains up to +50 ASPD and +2 SP-recovery Tenacity (reaches maximum bonus when losing 70% Max HP)

  • Talent 2:

20% (+3%) chance to gain 1 SP when attacking; this chance increases to 70% (+5%) when below 50% HP

Skills

  • S1: 4/5 (6/4) Initial SP, Auto Recovery, Auto Activation

The ATK of the next attack is increased to 160% (200%). When Zuo Le’s HP is below 80%, he will attack an additional time. When Zuo Le’s HP is below 50%, he will attack 2 additional times.

Can store 2 (3) charges

  • S2: 10/24 (13/20) Initial SP, Auto Recovery, Manual Activation, 12s Duration

Immediately loses 50% current HP and gains a Barrier equal to 90% (120%) Max HP. ATK +140% (+170%); Block +1; attacks all blocked enemies.

The Barrier cannot exceed 200% Max HP and decays at a rate of -200 per second after the skill ends.

  • S3: 6/28 (10/25) Initial SP, Automatic Recovery, Manual Activation

Slashes 7 times at enemies, each slash dealing 220% (245%) ATK as Physical Damage to 3 enemies (the percentage of the last hit is doubled and targets are Stunned for 4 (5) seconds). During the skill, the Trait’s HP recovery is changed to obtaining a Barrier
thrice the recovery amount

The Barrier cannot exceed 200% Max HP and lasts 15 seconds.

Base Skills

E0: When assigned to be the Trainer in the Training Room, Operators’ Specialization training speed +25%.

E2: When assigned to be the Trainer in the Training Room, for each time a Specialization is completed, 1 <Martial Arts> will be obtained. When Martial Arts reaches the limit, the next time this Operator trains a Guard Operator to Specialization Level 1, the training will be immediately completed and all <Martial Arts> are consumed.

5* Decel Binder: Grain Buds

Trait: Deals Arts damage and Slow the target for a short time

Stats

HP ATK Attack Interval Deployment Cost
1260 590 1.9s 13 -> 15 -> 15
DEF RES Block Count Redeployment Time
100 20 1 70s

Trust bonus: ATK +65

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 ATK +23 Improves Talent DP Cost -1

Talent

ASPD +10 (+2); when attacking [Wild Beasts], the Trait’s Slow duration is increased by 0.4 seconds.

Skills

  • S1: 0/6 (0/5) Initial SP, Auto Recovery, Auto Activation

The next attack deals 170% (210%) ATK as Arts Damage and attacks 1 additional target.

Can store 2 (3) charges

  • S2: 10/25 (15/25) Initial SP, Auto Recovery, Manual Activation, 14s (15s) Duration

Upon skill activation, stops attacking enemies and applies Sleep to 3 enemies in range for 4 (5) seconds; After this state ends, Grain Buds gains +90 (+130) ASPD and attacks 3 targets simultaneously.

Base Skills

E0: When assigned to a Dormitory, restores +0.55 Morale per hour to another Operator assigned to that Dormitory whose Morale is not full (Only the strongest effect of this type takes place).

E2: When assigned to a Dormitory, restores +0.15 Morale per hour to all Operators assigned to that Dormitory (Only the strongest effect of this type takes place).

5* Standard Bearer: Wanqing

Trait: Cannot block enemies during the skill duration

Stats

HP ATK Attack Interval Deployment Cost
1616 514 1.3s 8 -> 10 -> 10
DEF RES Block Count Redeployment Time
425 0 1 70s

Trust bonus: HP +100, DEF +45

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -10 DP Cost -1 Improves Talent DP Cost -1

Talent

Operators in the surrounding 8 tiles gain 6% max HP. If deployed in the same direction as Wanqing, the effect is increased to 10%.

Skills

  • S1: 12/29 (15/26) Initial SP, Auto Recovery, Manual Activation, 8s Duration

Stops attacking and recovers 18 DP over the skill duration

  • S2: 10/34 (16/30) Initial SP, Auto Recovery, Manual Activation, 15s Duration

Stops attacking and recovers 20 DP over the skill duration. Surrounding Operators recover 20% (25%) of Wanqing’s ATK as HP per second, and Operators deployed in the same direction as Wanqing gain +20 (+25) ASPD

Base Skills

E0: When assigned to the Workshop to process any material, the production rate of byproduct increases by 65%.

E2: When assigned to the Workshop to process any material, recipes with Morale cost of 4 have -1 Morale cost.

5* Pioneer: Kestrel

Trait: Blocks 2 enemies

Stats

HP ATK Attack Interval Deployment Cost
1960 587 1.05s 9 -> 11 -> 11
DEF RES Block Count Redeployment Time
362 0 2 70s

Trust bonus: ATK +50, DEF +20

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 ATK +23 Improves First Talent DP Cost -1

Talents

  • Talent 1:

When attacking, has a 22% chance to increase ATK to 140%

  • Talent 2:

In [Tales within the Sand], carried resources are sent to the backpack upon skill activation

Skills

  • S1: 14/38 (20/35) Initial SP, Auto Recovery, Auto Activation

Instantly gains 12 Deployment Points.

  • S2: 10/34 (16/30) Initial SP, Auto Recovery, Manual Activation, 15s Duration

Recovers 11 DP (12 DP) over the skill duration; ATK +28% (+40%); ASPD +30 (+40); Talent 1 activation chance increases to 1.9x (2.5x)

Base Skills

E0: When assigned to the Control Center, all Operators in Dormitories recover +0.05 Morale per hour (strongest effect of the same type applies).

E2: When assigned to the Control Center, increases Morale of all Operators in the Control Center by +0.05 per hour.

Module Information

Operator Mod Level Stat Gains Effect
Chongyue 1 HP +210 ATK +25 DEF +20 Trait upgrade: Blocks 1 enemy; Gains 15% Physical Dodge
2 HP +240 ATK +35 DEF +25 Talent upgrade: Chongyue recovers 3 -> 4 SP if he defeats at least one enemy with a skill
3 HP +260 ATK +45 DEF +30 Talent upgrade: Chongyue recovers 4 SP if he defeats at least one enemy with a skill; if no enemy is defeated, recover 1 SP instead
Mountain 1 HP +160 ATK +35 DEF +15 Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP +175 ATK +50 DEF +20 Talent upgrade: 20% -> 23% chance for attacks to deal 160% -> 165% damage and reduce the target's ATK by 15% for 3 seconds (Does not stack)
3 HP +200 ATK +60 DEF +20 Talent upgrade: 23% -> 25% chance for attacks to deal 165% -> 170% damage and reduce the target's ATK by 15% for 3 seconds (Does not stack)
Indra 1 HP +120 ATK +35 Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP +170 ATK +45 Talent upgrade: Has a 30% chance to Dodge the enemy's Physical Melee Attack. ATK +100% -> +110% in the next attack if the Dodge is successful
3 HP +200 ATK +50 Talent upgrade: Has a 30% chance to Dodge the enemy's Physical Melee Attack. ATK +110% -> +120% in the next attack if the Dodge is successful
Flint 1 HP +150 ATK +30 Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP +170 ATK +45 Talent upgrade: Deals 140% -> 145% damage to enemies that are not blocked by this unit
3 HP +185 ATK +55 Talent upgrade: Deals 145% -> 150% damage to enemies that are not blocked by this unit
Dagda 1 HP +120 ATK +35 Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP +170 ATK +45 Talent upgrade: Has 30% chance of increasing ATK to 150% -> 156% when attacking. When deployed, this multiplier increases by 5% -> 6% for every enemy defeated within the 4 adjacent tiles of a [Glasgow Gang] Operator (max 240%)
3 HP +200 ATK +50 Talent upgrade: Has 30% chance of increasing ATK to 156% -> 162% when attacking. When deployed, this multiplier increases by 6% for every enemy defeated within the 4 adjacent tiles of a [Glasgow Gang] Operator (max 240%)
Beehunter 1 HP +120 ATK +30 Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP +145 ATK +40 Talent upgrade: Each consecutive attack on the same target increases ATK by 6% -> 7%, stacking up to 5 times. Stacks will be lost upon switching targets.
3 HP +170 ATK +45 Talent upgrade: Each consecutive attack on the same target increases ATK by 7% -> 8%, stacking up to 5 times. Stacks will be lost upon switching targets.
Jackie 1 HP +120 ATK +20 DEF +10 Trait upgrade: Blocks 1 enemy; Gains 15% Physical Dodge
2 HP +130 ATK +25 DEF +15 Talent upgrade: 33% -> 38% Physical Dodge; After a successful dodge, gains +12 ASPD (Lasts for 5s, does not stack)
3 HP +140 ATK +30 DEF +20 Talent upgrade: 38% -> 40% Physical Dodge; After a successful dodge, gains +12 ASPD (Lasts for 5s, does not stack)
Shu 1 HP +160 ATK +30 DEF +30 Trait upgrade: Can heal allies by using skill(s); When healing allied units with less than 50% HP, increases heal amount by 15%
2 HP +210 ATK +40 DEF +40 Talent upgrade: When healing Operators, seeds will be planted on the targets and the 4 adjacent tiles, and applies the following effects: restore 70 -> 80 HP per second and grant 10% Sanctuary
3 HP +270 ATK +50 DEF +50 Talent upgrade: When healing Operators, seeds will be sown on the targets and the 4 adjacent tiles, and applies the following effects: restore 80 HP per second and grant 10% -> 15% Sanctuary; when deployed, seeds will be sown on Shu's tile
Zuo Le 1 ATK +55 DEF +40 Trait upgrade: Can't be healed by other units. Recovers 70 self HP every time this operator attacks an enemy; Gain 25% Sanctuary when HP is below 50%
2 ATK +75 DEF +50 Talent upgrade: Gains up to 50 -> 60 ASPD and +2 -> +2.2 SP-recovery Tenacity (reaches maximum bonus when losing 70% -> 60% of Max HP)
3 ATK +90 DEF +60 Talent upgrade: Gains up to 60 -> 70 ASPD and +2.2 -> +2.3 SP-recovery Tenacity (reaches maximum bonus when losing 60% -> 50% of Max HP)
Grain Buds 1 HP +90 ATK +33 Trait upgrade: Deals Arts damage and Slow the target for a short time; SP recovery +0.2/sec when there are enemies within range
2 HP +110 ATK +38 Talent upgrade: ASPD +10 -> +12; when attacking [Wild Beasts], the Trait’s Slow duration +0.4s -> +0.6s
3 HP +120 ATK +41 Talent upgrade: ASPD +12 -> +14; when attacking [Wild Beasts], the Trait’s Slow duration is +0.6s -> +0.8s
Wan Qing 1 HP +105 DEF +45 Trait upgrade: Cannot block enemies but grants +1 Block to the Operator in front during skill duration
2 HP +120 DEF +55 Talent upgrade: Operators in the surrounding 8 tiles gain +6% -> +8% max HP. If deployed in the same direction as Wan Qing, the effect is 10% -> 12%
3 HP +135 DEF +60 Talent upgrade: Operators in the surrounding 8 tiles gain +8% -> +10% max HP. If deployed in the same direction as Wan Qing, the effect is 12% -> 14%
Kestrel 1 HP +150 ATK +14 DEF +12 Trait upgrade: Blocks 2 enemies; The first Deployment Cost -4
2 HP +170 ATK +24 DEF +18 Talent upgrade: In [Tales within the Sand], +0.2 SP/s; and carried resources are sent to the backpack upon skill activation
3 HP +180 ATK +30 DEF +20 Talent upgrade: In [Tales within the Sand], +0.2 -> +0.3 SP/s; and carried resources are sent to the backpack upon skill activation

Credits:

15
3
submitted 9 months ago* (last edited 9 months ago) by MJYW@kbin.social to c/arknights@kbin.social
 
 
Operator Mod Level Stat Gains Effect
Chongyue 1 HP+ ATK+ DEF+ Trait upgrade: Blocks 1 enemy; Gains 15% Physical Dodge
2 HP++ ATK++ DEF++ Talent upgrade: Chongyue recovers more SP if he defeats at least one enemy with a skill
3 HP+++ ATK+++ DEF+++ Talent upgrade: Chongyue recovers more SP if he defeats at least one enemy with a skill; if no enemy is defeated, recover a certain amount of SP instead
Mountain 1 HP+ ATK+ DEF+ Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP++ ATK++ DEF++ Talent upgrade: Increased chance for attacks to deal more damage and reduce the target's ATK by 15% for 3 seconds (Does not stack)
3 HP+++ ATK+++ DEF+++ Talent upgrade: Further increased chance for attacks to deal even more damage and reduce the target's ATK by 15% for 3 seconds (Does not stack)
Indra 1 HP+ ATK+ Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP++ ATK++ Talent upgrade: Has a 30% chance to Dodge the enemy's Physical Melee Attack. ATK further increased in the next attack if the Dodge is successful
3 HP+++ ATK+++ Talent upgrade: Has a 30% chance to Dodge the enemy's Physical Melee Attack. ATK even further increased in the next attack if the Dodge is successful
Flint 1 HP+ ATK+ Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP++ ATK++ Talent upgrade: Deals further increased damage to enemies that are not blocked by this unit
3 HP+++ ATK+++ Talent upgrade: Deals even further increased damage to enemies that are not blocked by this unit
Dagda 1 HP+ ATK+ Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP++ ATK++ Talent upgrade: Has 30% chance of increasing ATK to a higher amount when attacking. When deployed, this multiplier increases by a greater amount for every enemy defeated within the 4 adjacent tiles of a [Glasgow Gang] Operator (max 240%)
3 HP+++ ATK+++ Talent upgrade: Has 30% chance of increasing ATK to an even higher amount when attacking. When deployed, this multiplier increases by a greater amount for every enemy defeated within the 4 adjacent tiles of a [Glasgow Gang] Operator (max 240%)
Beehunter 1 HP+ ATK+ Trait upgrade: Blocks 1 enemy; Gains +10 ASPD when HP is above 50%
2 HP++ ATK++ Talent upgrade: Each consecutive attack on the same target increases ATK by a greater amount, stacking up to 5 times. Stacks will be lost upon switching targets.
3 HP+++ ATK+++ Talent upgrade: Each consecutive attack on the same target increases ATK by an even greater amount, stacking up to 5 times. Stacks will be lost upon switching targets.
Jackie 1 HP+ ATK+ DEF+ Trait upgrade: Blocks 1 enemy; Gains 15% Physical Dodge
2 HP++ ATK++ DEF++ Talent upgrade: Has greater Physical Dodge; After a successful dodge, gains +12 ASPD (Lasts for 5s, does not stack)
3 HP+++ ATK+++ DEF+++ Talent upgrade: Has even greater Physical Dodge; After a successful dodge, gains +12 ASPD (Lasts for 5s, does not stack)
Shu 1 HP+ ATK+ DEF+ Trait upgrade: Can heal allies by using skill(s); When healing allied units with less than 50% HP, increases heal amount by 15%
2 HP++ ATK++ DEF++ Talent upgrade: When healing Operators, seeds will be planted on the targets and the 4 adjacent tiles, and applies the following effects: restore a greater amount of HP per second and grant 10% Sanctuary
3 HP+++ ATK+++ DEF+++ Talent upgrade: When healing Operators, seeds will be sown on the targets and the 4 adjacent tiles, and applies the following effects: restore a greater amount of HP per second and grant a stronger Sanctuary; when deployed, seeds will be sown on Shu's tile
Zuo Le 1 ATK+ DEF+ Trait upgrade: Can't be healed by other units. Recovers 70 self HP every time this operator attacks an enemy; Gain 25% Sanctuary when HP is below 50%
2 ATK++ DEF++ Talent upgrade: Gains up to higher ASPD and faster SP-recovery Tenacity (reaches maximum bonus when losing a lesser amount of Max HP)
3 ATK+++ DEF+++ Talent upgrade: Gains up to even higher ASPD and even faster SP-recovery Tenacity (reaches maximum bonus when losing an even lesser amount of Max HP)
Grain Buds 1 HP+ ATK+ Trait upgrade: Deals Arts damage and Slow the target for a short time; SP recovery +0.2/sec when there are enemies within range
2 HP++ ATK++ Talent upgrade: ASPD increases further; when attacking [Wild Beasts], the Trait’s Slow duration is further extended
3 HP+++ ATK+++ Talent upgrade: ASPD increases even further; when attacking [Wild Beasts], the Trait’s Slow duration is even further extended
Wan Qing 1 HP+ DEF+ Trait upgrade: Cannot block enemies but grants +1 Block to the Operator in front during skill duration
2 HP++ DEF++ Talent upgrade: Operators in the surrounding 8 tiles gain further increased max HP. If deployed in the same direction as Wan Qing, the effect is improved more
3 HP+++ DEF+++ Talent upgrade: Operators in the surrounding 8 tiles gain even further increased max HP. If deployed in the same direction as Wan Qing, the effect is improved even more
Kestrel 1 HP+ ATK+ DEF+ Trait upgrade: Blocks 2 enemies; The first Deployment Cost -4
2 HP++ ATK++ DEF++ Talent upgrade: In [Tales within the Sand], self SP-recovery is increased; and carried resources are sent to the backpack upon skill activation
3 HP+++ ATK+++ DEF+++ Talent upgrade: In [Tales within the Sand], self SP-recovery is further increased; and carried resources are sent to the backpack upon skill activation
16
17
 
 

Thanks to Chariotwheel for keeping list up to date!

18
4
[EVENT ENDED] So long Adele! (media.kbin.social)
submitted 9 months ago* (last edited 9 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

Back to Siesta with Swire and Eyjafjalla looks like we will learn about Eyja parents.

The limited banner feature:

  • Swire the Elegant Wit

  • Poncirus
    and limited operator of this banner

  • Eyjafjalla the Hvít Aska

As it is Limited banner you will get coupon for 10 pulls and 1 pull a day until the end of the banner. Old Limited operators that can be pulled as off banner with x5 weight would be

  • Ch'en the Holungday

  • Gavial the Invincible

So according to So Long Adele - Farming Guide from gamepress
Efficiency (based on all possible stage drops): Manganese > Aketon > Crystal

The event stages will be released in parts:

[A Holiday at the Hot Sprigs]: January 16, 2024, 10:00(UTC-7) - February 6, 2024, 03:59(UTC-7)
[Treasurehunting in Siesta]: January 23, 2024, 16:00(UTC-7) - February 6, 2024, 03:59(UTC-7)
[Surfing the Lava]: January 30, 2024, 16:00(UTC-7) - February 6, 2024, 03:59(UTC-7)

Good luck with pulls!

19
 
 

they are perfectly fine

20
 
 

Everything that will be on anniversary event in one place.
~~also giveaway if you repost it on twitter/facebook~~
match 3 minigame that will give 30k lmd and another minigame that will unlock later on.

21
5
submitted 10 months ago* (last edited 10 months ago) by MJYW@kbin.social to c/arknights@kbin.social
 
 

Operator Information

Key:

  • E2 max for HP/ATK/DEF/RES; Trust bonuses included
  • Welfares regarded as Pot 6; other units regarded as Pot 1
  • E0 -> E1 -> E2 for DP Cost and Block (if applicable)

6* Hunter: Ray

Trait: Attacks consume ammo and increase ATK to 120%. While not attacking, gradually reloads ammo (up to 8 ammo)

Stats

HP ATK Attack Interval Deployment Cost
1933 1192 1.6s 17 -> 19 -> 21
DEF RES Block Redeploy Time
228 0 1 70s

Trust bonus: ATK +120

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 ATK +37 Improves Second Talent DP Cost -1

Talents

  • Talent 1

Ray can deploy a Sand Beast within her Attack Range that scouts a certain area, lasting for 25 seconds and extending her Attack Range; Ray prioritizes attacking targets in the Sand Beast's range and the Physical Damage dealt by Ray is increased by 15%

Note: The Sand Beast's range is the surrounding 8 tiles.

  • Talent 2

Attacks on the same target increase ATK by 8% (9%), stacking up to 3 times

Skills

  • S1: 10/12 (10/10) Initial SP, Automatic Recovery, Manual Activation

Immediately attacks the target with a special bullet, dealing 360% (450%) ATK as Physical Damage and pushing the target away with medium (large) force. If the target is defeated, the next reload will grant additional ammo.

Can store 1 (2) charge(s)

  • S2: 0/16 (0/16) Initial SP, Offensive Recovery, Automatic Activation

Passive: When the Sand Beast retreats, recovers all bullets that hit the scouted area

Active: Ray's Attack Range expands; ATK +90% (+120%); Redeployment Time of the Sand Beast is reduced by 30% (40%)

Unlimited duration

  • S3: 20/33 (20/30) Initial SP, Automatic Recovery, Manual Activation, 16s Duration

Ray immediately stops attacking until ammo is fully reloaded; reload interval -1.2 seconds; Attack Range expands. Attacks deal 270% (330%) ATK as Physical Damage and Bind the target for 2s . If an enemy is defeated during the skill, restores 10 SP at the end of the skill.

Base Skills

E0: When assigned to the Workshop to process Elite Materials, byproduct rate increases by 75% (E2: 80%)

E2: When assigned to the Workshop to process Elite materials, any byproducts of T3 quality produced will be Orirock Clusters

5* Primal Caster: Warmy

Trait: Attacks deal Arts Damage and additional Elemental Damage

Stats

HP ATK Attack Interval Deployment Cost
1358 646 1.6s 18 -> 20 -> 20
DEF RES Block Redeploy Time
106 15 1 70s

Trust bonus: ATK +65

Potential gains:

Potential 2 Potential 3 Potential 4 Potential 5 Potential 6
DP Cost -1 Redeployment Time -4 ATK +25 Improves Talent DP Cost -1

Talent

Enemies within Warmy's Attack Range receive 300% (320%) ATK as Elemental Damage when Burn Fallout is triggered

Skills

  • S1: 6/23 (10/20) Initial SP, Automatic Recovery, Manual Activation, 20s Duration

ASPD +70 (+100); attacks deal 15% of Arts Damage dealt as Burn Damage

  • S2: 10/20 (12/20) Initial SP, Automatic Recovery, Manual Activation, 15s Duration

Attack Interval +0.9 seconds; ATK +170% (+200%); attacks 2 targets simultaneously

Charged: Attacks 3 targets simultaneously instead; skill duration increased to 30 seconds; attacks deal an additional 50% ATK as Elemental Damage to targets under Burn Fallout

Base Skills

E0: When assigned to a Dormitory, restores +0.15 (E2: +0.2) Morale per hour to all Operators assigned to that Dormitory (Only the strongest effect of this type takes place)

E2: When assigned to a Factory, Precious Metal formula related productivity +30%


Credits:

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submitted 10 months ago* (last edited 9 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

The story about music, new experiences and tragic future. Lingering Echoes returns and the annoying beams that help from some enemies while others will use it against you.

LE-7: Semi-Synthetic Solvent
LE-6: Grindstone
LE-5: Sugar Pack

Farming efficiency: Sugar > Grindstone > Solvent.
Again thanks to Gamepress for all the calculations.
Returning Players:

The following stages should be cleared for certs: LE-1, LE-2, LE-3, LE-4, LE-5, LE-6, LE-7, LE-8, LE-EX-8-CM

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submitted 10 months ago* (last edited 10 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

Hortus De Escapismo is here! Ideal city was last time when unit with Ammo mechanic come to global and now be prepared to a slew of new operators with this mechanic!

Total Sanity required is 3800
The event runs for 2 weeks, so natural Sanity regen supplies 3360.  The weekly mission Top pots give an extra 240 per week, for a total of 480, or 720 if you saved from the week before.  Total possible of f2p regen is about 3840
Natural sanity generation will be enough to clear the shop.

  • HE-6: Orirock Cluster
    
    
  • HE-7: Coagulating Gel
    
    
  • HE-8: RMA70-12
    
    

Farming efficiencies: RAM > Gel > Rocks
Thanks again Gamepress for useful info.
So what your aims? Will you go for new and shiny 6 star with ammo mechanic or wait till summer limited banner comes?

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submitted 11 months ago* (last edited 10 months ago) by Kotking@kbin.social to c/arknights@kbin.social
 
 

The long awaited future replacement of Contingency Contract , the beta iteration of CC 2.0.
I wanted to try it a bit myself before starting this megathread, from what it seems the rumours I heard on reddit and jokes about leaving your PC ~~(and god forbid your phones)~~ for hours is pretty much on point.
With Meta squad 300 points is easy to get, 540 if you are really committed else wait till "Daily" stages unlock in 2 ,5 and 8 days.
Then you can try your hand at medal aka 600 points.

Special mention Challenge for Dorothy "Inescapable Dream" have a text that requires 50 overall in Dispatch/Planning.
Easiest to pick are all Dorothy challenges and Deployment/Max squad limit. Else look at "Test details" if you have enough points for "Sanctuary Judgement"

If there is any guides or explanations how to manage Pinch-Out easily, I would add to body of this Megathread or pin if you made your own thread with a guide.

Good luck with this one, it is bad as people joked about.

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