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Operator Information: To the Grinning Valley

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:

1
1 comments
  • AK's cutest banner!

    Warmy seems aggressively mediocre and her better base skill is locked behind E2.

    Ray seems really solid, I was a bit worried about Hunters after Coldshot being janky. GUARANTEED ORIROCK CLUSTERS WTF mudrock dead