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* '''Sideroca''' - A level in the snow environment. While the main lane can be held by the other operators, it has to be made sure that the enemies from the top left do not join their peers coming from the top middle. They come 1 at a time and aren't pushovers; the one standing here has to be able to deal DPS as well as regenerate HP.
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* '''Indra''' - A ZergRush of slugs, and the occasional wraith. While there are 2 objective points, one can be propped by Shaw who can push the wraiths and the greytails into the other direction. The shield of the greytails can only be broken by Arts damage, which only one of them can deal. A low block count isn't to worry about since the downstream wind will slow the enemies down.
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* '''Exusiai''' - Two seperate lanes going towards the same objective point. The other operators are melee, so they can only hold 1 lane. There are also drones that these operators cannot deal damage to. Elysium is there, who buffs Snipers, but while he can target drones with his second skill, he cannot block while it is active, so the enemies need to be shot down before they can make a ZergRush. The last enemy will explode upon death, so one has to make sure that it dies before reaching the defenses.
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* '''Noir Corne''' - Only one chokepoint, so the enemy stream is concentrated. However, the other operators are not suited for taking damage and there are mortar gunners. Someone tanky is needed to hold enemies back so damage can be done and to take the hits from the mortar gunners.
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* '''Warfarin''' - The only DPS operator with this map is Beehunter, whose ATK is low and only blocks 1 enemy. To make it through, Beehunter needs to be buffed so that the enemies die fast enough in order to prevent a leak.

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* '''Warfarin''' - The only melee DPS operator with this map is Beehunter, whose ATK is low and only blocks 1 enemy. To make it through, Beehunter needs to be buffed so that the enemies die fast enough in order to prevent a leak.
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* '''Schwarz''' - The team only consists of Snipers. The only way to manipulate the enemy advance, is the bombs you're given by drones and the roadblocks. The map has multiple lanes, but will also send out heavy defenders time to time that normal Snipers would only deal scratch damage to.
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* '''Ethan''' - An isolated zone with a tile that is just the range of a Controller Specialist. The enemies are fast, but crowd-control can halt their advance. If something goes wrong, there are mines planted along the other path. However, you aren't given mines so you need to keep anyone who escapes to a limit.
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* '''Liskarm''' - There are posessed throwers that need to be baited, but also heavy defenders coming in handy clumps of three. There is a ranged operator with an automatic skill, and thus can benefit from an 'SP Battery'.
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* '''Perfumer'''- While the blocking allies aren't pushovers, there is an isolated lane with a dangerous enemy. Since the one standing there is somewhat of a GlassCannon, passive healing is needed, especially since the enemies come in waves.
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* '''Gitano''' - The stage sports only enemies with heavy armor, but the melee operators are not suited to kill them, only block them. It also gives you boxes in order to compress the enemy stream even further.
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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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* '''Warfarin''' - The only DPS operator with this map is Beehunter, whose ATK is low and only blocks 1 enemy. To make it through, Beehunter needs to be buffed so that the enemies die fast enough in order to prevent a leak.
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* '''Lava''' - The enemies consistently come in clusters, but are weak enough to be killed by [=AoE=] attacks. There is one other operator who's mainly sent as an emergency blockade. The enemies appear fairly fast after the stage is started as well.
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* '''Mayer''' - The map sports dangerous enemies in isolated areas that the other operators won't be able to reach. There is only one blocking operator who will be busy with the heavy defender that visits the map time to time. The other melee enemies will enter the field where they cannot be normally blocked. There are also bombtails that need to be baited before they reach the melee operator. Not only that, they need to be killed by a burst that also hits aerial enemies.

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* '''Mayer''' - The map sports dangerous enemies in isolated areas that the other operators won't be able to reach. There is only one blocking operator who will be busy with the heavy defender that visits the map time to time. The other melee enemies will enter the field where they cannot be normally blocked. There are also bombtails that need to be baited before they reach the melee operator. Not only that, they need to be killed by a well-timed burst that also hits aerial enemies.
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* '''Mayer''' - The map sports dangerous enemies in isolated areas that the other operators won't be able to reach. There is only one blocking operator who will be busy with the heavy defender that visits the map time to time. The other melee enemies will enter the field where they cannot be normally blocked. There are also bombtails that need to be baited before they reach the melee operator. Not only that, they need to be killed by a burst that also hits aerial enemies.
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* '''Vigna''' - Similar to Melantha's stage, but DP doesn't regenerate. It will take some time before you can block the objective, since you need DP for a Defender. Just like with Melantha's stage, there is a bleeding rune and two Medics sent to heal the one standing there. The enemies at the bottom are weak enough to be killed easily.
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* '''Melantha''' - One bleeding rune that is on the way to the objective zone. Enemies are sent out in such a way that the one standing on it blocks one at the time. The other operators are Medics, needed to keep the one standing on this tile alive. A large amount of ATK is needed from this operator to make it through.
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* '''Shirayuki''' - There are no melee operators, and no melee tiles. There are ranged tiles for the others to stand on, but one particular one boosts ATK when downstream and overlooks the exact range of an [=AoE=] Sniper once again. Since the exploding spiders close to it would immediately take the operator standing on it out (as the stage does not give you any Medic operators), enemies that are further away need to be prioritized.

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* '''Ceobe''' - A very small stage, with dangerous enemies that need to be silenced, lest they can deal a disturbing amount of damage due to them all lining up in the only way to the exit. There are a lot of exploding spiders that need to be prioritized (they have low DEF) and Silenced.

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* '''Ceobe''' - A very small tight stage, with dangerous enemies that need to be silenced, lest they can deal a disturbing amount of damage due to them all lining up in the only way to the exit. There are a lot of exploding spiders that need to be prioritized (they have low DEF) and Silenced.


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* '''Firewatch''' - The map is very open, and enemies come in clusters. There are a few ranged tiles, one of from which a wide-range Sniper would be able to hit the enemies. Crownslayer also walks around the stage, who passes by any of the operators sent to block her, making ranged damage the way to kill her. However, the melee operators in this stage are mainly there for an emergency stall, and not to kill enemies.
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* '''Provence''' - A very short stage, but the enemies are dangerous. The throwers constantly lose health, and the frost on the map hinders anyone from attacking the enemies while they're at their prime. Furthermore, the area they enter is very small, so focused fire is needed.
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* '''Broca''' - A guard-focused team, but several of them only have 1 block count. Furthermore, the stage spawns Agents, who reduce block count. They need to be dealt with before they cause a leak. Multiple tiles of the field are restricted, but the one in front of the objective notably has three tiles in front of it restricted [[note]] The exact range of Broca's S2 [[/note]].
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[[foldercontrol]]


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* '''Ceobe''' - A very small stage, with dangerous enemies that need to be silenced, lest they can deal a disturbing amount of damage due to them all lining up in the only way to the exit. There are a lot of exploding spiders that need to be prioritized (they have low DEF) and Silenced.
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* '''Phantom''' - The main chokepoint of this map is easy to defend, since the operators it gives you are fairly strong in their own right. However, it also gives you several dangerous enemies (exploding spiders, posessed throwers)...and a lot of handy pits they can be pushed into, alongside tiles that enhance shifting power. It also sends you wraiths (whose rush can also be disrupted by crowd-control) and one bombtail (''someone'' is needed to bait that...).

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* '''Phantom''' - The main chokepoint of this map is easy to defend, since the operators it gives you are fairly strong in their own right. However, it also gives you several dangerous enemies (exploding spiders, posessed throwers)...and a lot of handy pits they can be pushed into, alongside tiles that enhance shifting power. It also sends you wraiths (whose rush can also be disrupted by crowd-control) and one bombtail a few bombtails (''someone'' is needed to bait that...).
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* '''Phantom''' - The main chokepoint of this map is easy to defend, since the operators it gives you are fairly strong in their own right. However, it also gives you several dangerous enemies (exploding spiders, posessed throwers)...and a lot of handy pits they can be pushed into. It also sends you wraiths (whose rush can also be disrupted by crowd-control) and one bombtail (''someone'' is needed to bait that...).

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* '''Phantom''' - The main chokepoint of this map is easy to defend, since the operators it gives you are fairly strong in their own right. However, it also gives you several dangerous enemies (exploding spiders, posessed throwers)...and a lot of handy pits they can be pushed into.into, alongside tiles that enhance shifting power. It also sends you wraiths (whose rush can also be disrupted by crowd-control) and one bombtail (''someone'' is needed to bait that...).
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None

Added DiffLines:

* '''Phantom''' - The main chokepoint of this map is easy to defend, since the operators it gives you are fairly strong in their own right. However, it also gives you several dangerous enemies (exploding spiders, posessed throwers)...and a lot of handy pits they can be pushed into. It also sends you wraiths (whose rush can also be disrupted by crowd-control) and one bombtail (''someone'' is needed to bait that...).
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* '''Rope''' - This stage is filled with enemies that are dangerous when their aggro is drawn. However, there is also a large pit, with ranged tiles overlooking it. A way to kill these enemies without being killed yourself, is pulling them into the pit, which needs some timing considering the fact that the enemies will keep walking in circles. This stage also gives you SP Charging Devices alongside Ptilopsis (whose talent boosts SP generation).

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* '''Rope''' - This stage is filled with enemies that are dangerous when their aggro is drawn. However, there is also a large pit, with ranged tiles overlooking it. A way to kill these enemies without being killed yourself, is pulling them into the pit, which needs some timing considering the fact that the enemies will keep walking in circles. This stage also gives you SP Charging Devices alongside Ptilopsis (whose talent boosts SP generation). Furthermore, almost all melee tiles are restricted. While there are 2 tiles that are not, the melee operators it gives you are notably fragile (Matoimaru and Franka both have a skill that drops their DEF to 0) so they would not stand against the enemies on their own.
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* '''Rope''' - This stage is filled with enemies that are dangerous when their aggro is drawn. However, there is also a large pit, with ranged tiles overlooking it. A way to kill these enemies without being killed yourself, is pulling them into the pit, which needs some timing considering the fact that the enemies will keep walking in circles. This stage also gives you SP Charging Devices.

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* '''Rope''' - This stage is filled with enemies that are dangerous when their aggro is drawn. However, there is also a large pit, with ranged tiles overlooking it. A way to kill these enemies without being killed yourself, is pulling them into the pit, which needs some timing considering the fact that the enemies will keep walking in circles. This stage also gives you SP Charging Devices.Devices alongside Ptilopsis (whose talent boosts SP generation).
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* '''Rope''' - This stage is filled with enemies that are dangerous when their aggro is drawn. However, there is also a large pit, with ranged tiles overlooking it. A way to kill these enemies without being killed yourself, is pulling them into the pit, which needs some timing considering the fact that the enemies will keep walking in circles.

to:

* '''Rope''' - This stage is filled with enemies that are dangerous when their aggro is drawn. However, there is also a large pit, with ranged tiles overlooking it. A way to kill these enemies without being killed yourself, is pulling them into the pit, which needs some timing considering the fact that the enemies will keep walking in circles. This stage also gives you SP Charging Devices.
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* '''Rope''' - This stage is filled with enemies that are dangerous when their aggro is drawn. However, there is also a large pit, with ranged tiles overlooking it. A way to kill these enemies without being killed yourself, is pulling them into the pit, which needs some timing considering the fact that the enemies will keep walking in circles.
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[[folder: Chip Operation Maps]]
Chip Operation Maps are designed with specific gimmicks so that specific operator classes can clear them with ease than the rest. However, you can still bring in other classes and over-leveled operators to brute force your way into these maps, it's just that the game recommends you what classes should you bring:
** Solid Defense - The map has a toxic haze that constantly poisons your operators, draining their HP. '''Defenders''' can last for long thanks to their naturally high HP pools, while '''Medics''' can continuously heal their allies.
** Fierce Attack - The map spawns a large wave of enemies at a given time, including [[AirborneMook airborne machines]]. There are Air Defense Runes that boost an operator's attack power at the cost of attack speed, so it's recommended to bring in Ranged units. Fortunately, '''Casters''' and '''Snipers''' can deal with enemies from a distance, including the airborne machines. Some ranged units also have AreaOfEffect attacks that can deal with tightly-packed clusters of enemies.
** Unstoppable Charge - The map spawns the faster types of enemies such as Hounds that can easily slip past your defenses if left unchecked. '''Vanguards''' have low deployment costs, so you can easily deploy them even before these fast enemies arrive in waves. While '''Supporters''' usually debuff or slow down the enemies, which make them useful in dealing with crowd control. While these two classes generally have average health, this downside can be countered by the maps' Medical Runes, passively healing Operators assigned on top of them.
** Fearless Protection - The map has a very limited number of platforms where you can deploy operators, but there are also BottomlessPits that you can use to compensate. Many '''Guards''' usually have ranged attacks despite being melee operators, so they can still cover a lot of ground even when the platforms are spaced far apart from each other. On the other hand, '''Specialists''' usually have abilities that can manipulate their target's position, allowing them to push or pull enemies to death towards this map's pits. There is much less ranged grids in the map which are best saved for Medics who will keep the Guards and Specialists alive.
[[/folder]]

[[folder: Paradox Simulation]]
* '''12F''' - The stage has enemies weak to Arts damage, as well as a few Bombtails (their bombs deal physical damage). At a certain point, the stage sends a ZergRush to you of the former, which the melee operators aren't equipped to deal with. To top it off, the stage is fairly narrow and has ranged tiles nicely overlooking the pathway.
* '''Kroos''' - There is an isolated lane on the stage, with exploding spiders. The only other ranged DPS operators given are two Caster operators (that are at an E1 stage) who are needed to deal with the armored enemies that walk through the main path. There is also a ranged tile from which the spiders are easily reachable from with a Sniper range.
* '''Eyjafjalla''' - The map sports an isolated ranged tile in the middle, and no ranged enemies that will target the operator standing on it. At a certain point, there is a massive ZergRush of enemies that your operators (that mostly only sport 1 block) are not capable of holding without leaking unless the enemies are bursted down first.
[[/folder]]

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