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* Episode 13: Hoederer's ability to do True damage over time and his enormously high attack power make him great at dispatching the extremely defensive crystals left behind by many of the enemies before they can be resurrected, while his area damage also lets him partially handle the constant ZergRush.

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* Episode 13: Hoederer's ability to do True damage over time and his enormously high attack power make him great at dispatching the extremely defensive crystals Blood Ambers left behind by many of the enemies before they can be resurrected, while his area damage also lets him partially handle the constant ZergRush.ZergRush. The lengthy damage over time also helps with pushing bombs, as it will constantly fill their SP bar and keep them moving.
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* Episode 13: The chapter's main gimmicks involved working around the significant DP cap while revealing Spies and destroying supplies to increase it. Ines fits all of the bills at once - she's cheap enough to be deployed under the cap, can expand her range to verify Spies and Civilians alike, use her mobility to reposition around and destroy supplies one by one, and even slow Civilians and reveal the chapter's invisible foes using her Shadow Sentry.

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* Episode 13: 12: The chapter's main gimmicks involved working around the significant DP cap while revealing Spies and destroying supplies to increase it. Ines fits all of the bills at once - she's cheap enough to be deployed under the cap, can expand her range to verify Spies and Civilians alike, use her mobility to reposition around and destroy supplies one by one, and even slow Civilians and reveal the chapter's invisible foes using her Shadow Sentry.



* Episode 14: Hoederer's ability to do True damage over time and his enormously high attack power make him great at dispatching the extremely defensive crystals left behind by many of the enemies before they can be resurrected, while his area damage also lets him partially handle the constant ZergRush.

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* Episode 14: 13: Hoederer's ability to do True damage over time and his enormously high attack power make him great at dispatching the extremely defensive crystals left behind by many of the enemies before they can be resurrected, while his area damage also lets him partially handle the constant ZergRush.
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[[/folder]]
[[folder: Chapter and Event Releases]]
Although new content releases can generally be completed with any team the player desires, some of them definitely seem to have been designed to play to the strengths of the 6-star(s) released alongside them, or at least favor them a bit more than usual:
* Episode 5: Ch'en had some of the highest instant burst of any Operator at the time, can fire her skills instantly on deploy, and hits both land and air, which made her excellent at bursting the tanky (and sometimes regenerating) foes in the chapter whilel also dealing with new enemies that were too dangerous to stay close to for long, like Spec Ops Caster Leaders, Bombtails, or Frost Drones.
* Heart of Surging Flame: Hellagur's insane survivability and physical damage output allowed him to handily solo most of the major threats in the event, notably Pompeii (who at the time was ThatOneBoss), and his RegeneratingHealth allowed him to act as Sniper bait. Schwarz's status as a physical nuke also helped greatly against enemies like Pompeii or the Rockbreakers, who shrugged off most Arts damage but would fall quickly to physical burst.
* Code of Brawl: The event introduced Bullies who could not be blocked by most Operators and needed to be shot down as they looped around, and Greytails who were nearly impervious to physical harm with their shields and alarmingly speedy without them. All of these made Mostima, a Splash Caster who could do respectable Arts damage and apply heavy crowd-control to wide areas at once, very effective.
* Episode 6: Blaze's talent gives her permanent Status Resistance that makes her one of the best units to take on the Yeti Squad and their constant freezing, and her ability to temporarily defy death lets her buy time against nearly unstoppable forces like Icecleavers or Enraged Possessed.
* Twilight of Wolumonde: Suzuran's proficiency in applying Slow made her excellent at tackling foes that were difficult to block or stop, like Winterwisps, Colossi, or Mudrock themselves. Her Fragile also amplified both the self damage from the Winterwisps and the PercentDamageAttack from the Gramophones, letting her stall out bulkier foes as the Gramophones ripped them apart faster.
* Gavial the Great Chief Returns: The Tiacauh ranks include bulky enemies that are extremely good at dueling single operators, particularly Braves and Ritualists, while Eunectes is one of the strongest Operators available when it comes to one-on-one duels.
* Under Tides: Gladiia's second talent is specifically tailored to reduce the Abyssal Hunters' damage taken from Seaborn, in an event where every enemy is one. Skadi the Corrupting Heart also further bolsters Abyssal Hunter strategies and, as a Bard, is notably capable of healing or doing damage even when stunned by the just-introduced Nervous Impairment.
* Break the Ice: Gnosis' ability to inflict Cold and amplify damage taken by Cold/Frozen foes synergizes with all the natural freezing from the event's Snowfall mechanic, while his innate Status Resistance helps him avoid being Frozen in return (although some enemies also have Status Resistance).
* Guide Ahead: The event primarily consists of ranged enemies that are difficult to approach and must be killed from range, and Fiammetta specializes in long-distance bombardment that can blow apart entire areas at once. Several of the maps also had positions practically designed for her S3's odd range.
* Episode 10: Horn is one of the few units with a long enough range to safely operate outside the blast of the Londinium Artillery, and her tremendous [=AoE=] damage makes her effective at taking out the massive hordes of Reborn.
* Invitation to Wine: Ling's 4-block Higher Form summons and their Arts damage auras made them highly effective at stopping the ZergRush tactics used by the Waregeists while mowing down their true forms, which require instances of damage to be slain and are sometimes immune to physical damage. Lee's third skill also excelled at keeping hordes of sentient tableware away from the blue box with its ability to stall an indefinite number of light enemies.
* Stultifera Navis: Irene's talent is specifically tuned to give her a more substantial buff when fighting the Seaborn that comprise the entire event, her Levitate is capable of neutralizing the dodge used by Nethersea Predators while hampering all of the other status vulnerable foes in the event, and her significant DEF ignore from her talent let her punch through Brandguiders which gain massive DEF below half health. Meanwhile, Lumen being able to instantly purge status effects proves extremely effective against the hordes of Seaborn, as he can almost completely neutralize the fallout from Nervous Impairment.
* Episode 13: The chapter's main gimmicks involved working around the significant DP cap while revealing Spies and destroying supplies to increase it. Ines fits all of the bills at once - she's cheap enough to be deployed under the cap, can expand her range to verify Spies and Civilians alike, use her mobility to reposition around and destroy supplies one by one, and even slow Civilians and reveal the chapter's invisible foes using her Shadow Sentry.
* Where Vernal Winds Will Never Blow: Chongyue is capable of attacking both low and high ground simultaneously or even across Catastrophe Fortifications thanks to his unique range, while Lin is one of the bulkiest high-ground tanks available who can stop foes from even getting far on the Fortifications.
* So Long, Adele: The Carmine Steam mechanic and many of the enemies specialize in inflicting major amounts of Burn damage, and Eyjafjalla the Hvit Aska in turn is entirely geared towards totally neutralizing all forms of Elemental Damage.
* Episode 14: Hoederer's ability to do True damage over time and his enormously high attack power make him great at dispatching the extremely defensive crystals left behind by many of the enemies before they can be resurrected, while his area damage also lets him partially handle the constant ZergRush.
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* '''Angelina''' - The enemies are clearly meant to be shifted into the [[BottomlessPit Bottomless Pits]] the stage has, but only Gravel can block enemies on their pathway. The stage also sends some enemies that aren't easily shifted as per their weight level, and Hounds that may be too fast. And there is only one operator who can reduce enemy weight level...

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* '''Angelina''' - The enemies are clearly meant to be shifted into the [[BottomlessPit Bottomless Pits]] BottomlessPits the stage has, but only Gravel can block enemies on their pathway. The stage also sends some enemies that aren't easily shifted as per their weight level, and Hounds that may be too fast. And there is only one operator who can reduce enemy weight level...
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* '''Durin''' - The stage sends several Arts Master A1. In addition, a Sarkaz Caster will appear at the end. Someone is needed to dodge the Arts damage they deal in order to relieve pressure from the squad.
* '''Blaze''' - There are Mutant Rock Spiders that can spawn Originiutant Excrescences at death, as well as rushes of Infantries, both of which need someone that can deal [=AoE=] damage. In addition, there are Originiutants circling the map and there will be a point where their path will coincide with when the Infantries will start to overwhelm the blocker, unless if the blocker's skill is activated to kill the Infantries on time and deal damage to the Originiutants at the same time.
* '''Gravel''' - There are Sarkaz Lancers rushing at the two defenders separately, requiring someone who can block their path and make them lose speed. Later, Bombtails and Anti-Armor Infantries will appear. They only carry one bomb and there is someone who's perfectly suited to wasting it.
* '''Dur-Nar''' - Groups of three weak enemies will come at the main defender, letting said defender charge up SP from being hit. This will allow the skill to be used against enemies with high DEF and thus requiring Arts damage to deal with.
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Paradox Simulations are designed with specific gimmicks that cater to a specific operator's abilities in order to clear them. While the subject operator can bring any skill they want (only relevant for 4-star operators and higher), the stages themselves generally revolves around using the operator's last skill unlocked (second skill for 4 to 5-stars, third skill for 6-stars), and is ''highly recommended'' that you use said skill, as your squad setup apart from the subject operator is preset, making it so that it is only possible to win the stage by using the operator's last unlocked skill. Playing an operator's Paradox Simulations requires the subject operator to be promoted to Elite 2. Completing them for the first time awards 200 Orundum.

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Paradox Simulations are designed with specific gimmicks that cater to a specific operator's abilities in order to clear them. While the subject operator can bring any skill they want (only relevant for 4-star operators and higher), the stages themselves generally revolves around using the operator's last skill unlocked (second skill for 4 to 5-stars, third skill for 6-stars), and is ''highly recommended'' that you use said skill, as your squad setup apart from the subject operator is preset, making it so that it is only possible to win the stage by using the operator's last unlocked skill. Playing an operator's Paradox Simulations requires the subject operator to be leveled to Elite 0 level 30 for 2-stars, or promoted to Elite 2.1 level 55 for 3-stars and Elite 2 level 1 for 4 to 6-stars. Completing them for the first time awards 200 Orundum.
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Paradox Simulations are designed with specific gimmicks that cater to a specific operator's abilities in order to clear them. While the subject operator can bring any skill they want (only relevant for 4-star operators and higher), the stages themselves generally revolves around using the operator's last skill unlocked (second skill for 4 to 5-stars, third skill for 6-stars), and is ''highly recommended'' that you use said skill, as your squad setup apart from the subject operator is preset, making it so that it is only possible to win the stage by using the operator's last unlocked skill.

to:

Paradox Simulations are designed with specific gimmicks that cater to a specific operator's abilities in order to clear them. While the subject operator can bring any skill they want (only relevant for 4-star operators and higher), the stages themselves generally revolves around using the operator's last skill unlocked (second skill for 4 to 5-stars, third skill for 6-stars), and is ''highly recommended'' that you use said skill, as your squad setup apart from the subject operator is preset, making it so that it is only possible to win the stage by using the operator's last unlocked skill. Playing an operator's Paradox Simulations requires the subject operator to be promoted to Elite 2. Completing them for the first time awards 200 Orundum.
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Paradox Simulations are designed with specific gimmicks that cater to a specific operator's abilities in order to clear them. While the subject operator can bring any skill they want (only relevant for 4-star operators and higher), the stages themselves generally revolves around using the operator's last skill unlocked (second skill for 4 to 5-stars, third skill for 6-stars), and is ''highly recommended'' that you use said skill, as your squad setup apart from the subject operator is preset, making it so that it is only possible to win the stage by using the operator's last unlocked skill.
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* '''Breeze''' - The other operators on this stage are squishy Supporters who need to be healed, lest they die from the splash damage of the Mortar Gunners. Halfway through, ice crystals will spawn, and the Supporters in particular need to Resist their damage. Faust will also show up, and he will target the latest deployed operator, who needs to tank the shot before he reaches the premises so he can be dealt with.
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* '''Mostima''' - This stage sends a ''huge'' amount of enemies (over 200, enough for a mini-Annihilation) in a wide range. Their advance can be halted by pushing them back. While it does give you 2 other Casters, they have the most basic skills so that they cannot be solely relied on for DPS.
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* '''Meteor''' - The most dangerous enemies are the Defender drones that passively boost enemy DEF and Arts master drones. While there are other Snipers, DP regenerates slowly in this stage, so someone is needed to hold them down before support can be deployed.
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* '''Popukar''' - Weak enemies will approach the objective in groups of 3 again. There is a medical rune helping the one standing on it holding the fort. The harder enemies (the bladed fighters) can be dealt with by pulling them into a hole or pushing them off the map.
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* '''Earthspirit''' - All enemies on this map lose HP per second due to the bleeding rune and their innate traits. However, they are dangerous to deal with and they come in groups, so someone is needed who can slow them all down in order to enlarge the time in which they lose HP before encountering Skadi.
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* '''Mountain''' - The enemies come in large clusters, all down one lane. Consistently pushing them back (or into the hole on the top right if they leak) is a good way to deal with them in order to prevent taking too much damage yourself.
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* '''Nightingale''' - Due to the Colossi walking along the central loop, your operators need to be clustered along one lane. Halfway through, Arts master drones and Elite Casters will spawn. Your operators are overall not built for resisting Arts. Furthermore, their damage can be baited - medical runes heal everything on it including summons.
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* '''Savage''' - There will be enemies that walk back and forth on the bottom part of the map, and there is a chokepoint looking over these three tiles. While also holding 3 enemies at once, the enemies on the bottom also need to be eliminated.
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* '''Texas''' - A loop in the middle consisting of nine tiles. The eight tiles that surround the middle one are heat tiles. Consistently, the stage will spawn weak enemies that can all be dealt with using burst DPS. The map also gives you SP batteries that can charge the one in the middle up. There are also Sarkaz Lancers; one way to reset their rush is a Stun.
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* '''Specter''' - The melee enemies come in groups of 3, but the real threat in this stage are the bombtails, as they form the bulk of the enemy count. They can and will drop their load at the nearest operator they see. To tank all this, something akin to ''invincibility'' is needed.
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* '''Hellagur''' - One path which the enemies go through again, but there are ranged Arts enemies that can hurt the one holding that lane. The enemies don't come that fast so that one block and a good DPS with the occasional burst skill can deal with them easily.
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* '''Haze''' - There are barely any melee tiles, and only one melee operator. The Mieszko Coil deals damage to all enemies (since they all walk the same path) and slows them so a ranged operator can deal damage to them. Their own damage can be dealt with by deploying Gravel, so that the ranged operator isn't affected.

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