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     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 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 Area of Effect 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 Bottomless Pits 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.

     Paradox Simulation 
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 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.
  • 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 Zerg Rush 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 Zerg Rush 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.
  • 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.
  • 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 a few bombtails (someone is needed to bait that...).
  • Ceobe - A 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.
  • 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 .
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Angelina - The enemies are clearly meant to be shifted into the 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...
  • 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.
  • 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 Glass Cannon, passive healing is needed, especially since the enemies come in waves.
  • 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'.
  • 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.
  • 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.
  • 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.
  • 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 Zerg Rush. The last enemy will explode upon death, so one has to make sure that it dies before reaching the defenses.
  • Indra - A Zerg Rush 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
     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 That One Boss), and his Regenerating Health 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 Percent Damage Attack 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 Zerg Rush 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 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.
  • 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 13: Hoederer's ability to do True damage over time and his enormously high attack power make him great at dispatching the extremely defensive 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 Zerg Rush. 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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