Room Essentials Glisten Blue White Master Pack Qty 4
[LAST UPDATE] 4/15/2021 - Added Blemishine TL;DR Note: This guide is NOT A TIER LIST,nor a ranking from top to bottom of order to E2. It is a categorization and discussion of what Operators gain at E2 that, when considered along with a player's specific roster of Operators and team composition, can be used to help determine a good promotion priority. A full Tier List based on maximum Operator performance can be found here: The decision of which Operators to promote to Elite 2 is not one to be made lightly. The final promotion step can be quite expensive, both in materials and LMD. Thus "Who should I E2 first?" and "Who gains the most out of E2 Promotion?" are common questions among players, and ones we hope this guide can help answer. Before diving into the E2 details, we want to stress again the importance of team-wide balance in strength and covering important roles. A mistake many players make is focusing too much on 1 or 2 Operators for development. A well developed roster of E1 Operators that cover many roles will allow players to be more successful overall than a small roster with few options and 1 or 2 Operators at E2. Operators also see far more improvement per resource spent at lower levels, so you will see more overall return on investment if you spread them out between your strong Operators. Enough with the boring lectures we don't want to hear! Let's move on to the shiny E2 information! Operators of rarity 4★ and above can be promoted to E2 (so ko-ko-da-"NO E2" for those lovable 3 stars). All Operators that reach Elite 2 gain access to the final 3 Skill Levels through the process of Specialization (Mastery). Each will also gain extra abilities or improvements to existing ones, depending on their rarity. Here is what each rarity level gains upon promotion: 6★ Operators gain a 3rd Skill, a 2nd Talent, and an upgrade to their first Talent. All are useful and worthy of being Promoted to E2. 5★ Operators typically gain a boost to their Talent upon promotion to E2, and as such, the best candidates for E2 are those with the strongest Talents to begin with. 4★ Operators typically gain a boost to their Talent upon promotion to E2, much like 5★s, only the effect is usually less pronounced. Typically only very stand-out 4★ Operators should be considered for Promotion to Elite 2. Due to the high costs of E2 promotion, players must choose carefully which Operators to promote, and the order in which to promote them. The first consideration to be made is one of team balance and composition.Which Operators you have and which ones you already have developed/promoted will play a role in which order is best to E2 your Operators. In general, DPS units are good choices for early development, followed closely by tanks and Vanguards. The upgrades of these types of units will make direct and immediate impact on the board. After that, healers and then other types of support or niche units can be developed, as their strength relies primarily on the units they are healing or supporting, and niche units have less broad an impact. The second consideration is what your Operator stands to gain from the Promotion. Higher rarity Operators get more new toys upon Promotion than lower rarity Operators, but they pay for it with significantly higher development costs. Also, sometimes quality is more important than quantity when choosing the toys you want to play with. A third consideration is how quickly the player needs/wants a return on the investment spent. For some Operators their new toys make an immediate and noticeable difference, while for others it is the further investment in Skill Mastery that makes them shine. For still other Operators, the E2 benefit is more about the raw stat gain with higher levels rather than their new toys. With these considerations in mind, we will discuss Operators that are good candidates for E2 Promotion and group them by the following categories: Immediate Impact- With these Operators, you will feel the difference of their E2 gains immediately. New doors of power will open, the sun will rise in radiance, and you will fall deeper in love. In seriousness, though, these Operators tend to be the best immediate "Return on Investment" of the Promotion materials. They arenot necessarily always the best ones to promote first, but when you do promote them, it will improve their performance immediately in noticeable ways. Masters of Specialization - These are Operators that see their most noticeable gains from increasing the Mastery (Specialization) of their Skills. Since this process is quite expensive in itself, further investment is required to bring out the best in these Operators. Beat them with the Stat Stick - These are the Operators you promote primarily for the stats they can gain at the higher levels enabled by E2. These Operators typically do their job fine at E1. Promotion makes them better, of course, but is not critical for their performance.Ah, Doctor, you think I'm a great Operator?
Elite 2 - The Last Beginning
So Who Do I E2 First?
Angelina 3rd Skill - Arcane Staff - Anti-Gravity Mode - The only thing better than a Slow Supporter is a Slow Supporter DPS Caster that wrecks! With her Skill 3 Angelina can slow multiple enemies at once within a large unique range on top of a decent ATK buff that makes her deal amazing DPS despite her Supporter class. It has a strange side-effect of her not being able to attack when the skill isn't active, but its decent duration and very low cooldown mean this usually isn't a problem. She can also enable some Shift Operator shenanigans with the rare weight reduction effect, though its use is more niche. Talent 2 - Part Time Job - Restores HP/s while not using a Skill. The amount of healing this talent provides is a lot better than the HP/s number might indicate - and on maps that forbid deployment of Medics, pairing Angelina with healing tanks like Saria/Nearl is a common solution. Also, since this is a global heal, it is one of the few sources of external healing for Operators that cannot be healed directly (e.g. Vulcan and Hellagur). Talent 1 Upgrade - Accelerator Field - Doubles the effect of a decent ASPD buff to the entire team. SilverAsh 3rd Skill - Truesilver Slash - Erases everything evil, brings you breakfast in bed, cures cancer, does everything but continue the bloodline. This Skill gets a lot of hype, and for good reason. It's a melee attack with a large range, a hefty ATK steroid, hits multiple targets, can hit aerial enemies, and has a decent duration. It has a long cooldown, but can trivialize some difficult content, and is widely usable to improve his role on the team. Talent 2 - Eagle Eyes - Reveals invisible enemies in his range. A rare niche ability that isn't often needed, but when it is can make a big impact. Surtr 3rd Skill - Twilight- The thing that makes Surtr the gamebreaking atomic goddess that she is. It charges in no time, supercharges her offensive power and range, and gives her +5000 max HP. The Skill is PERMANENT once activated, too! What could go wrong? Well, unfortunately, it also causes Surtr to steadily lose HP, so eventually she'll receive fatal damage, trigger herRemnant Ash Talent, and retreat a few seconds later. Because of this,Twilight can feel like a gamble, but in practice, the earthshattering DPS it outputs more than makes up for the risk. 2nd Skill - Molten Giant- If you don't want to deal with Surtr blowing herself up, you can M3 Molten Giant for decent multi-target and strong single-target Arts damage. Twilight is still going to be stronger, but Molten Giant is easier to use and lighter on your DP reserves. Talent 1 Upgrade - Molten Flame- Surtr now ignores 20 RES instead of 12. That's a flat 8% damage increase on any enemy with more than 20 RES. Can't go wrong with that! Eyjafjalla 3rd Skill - Volcano - Literally erupts and melts everything close to her. It has a huge range, hits multiple enemies, boosts her Attack, drastically increases her attack speed, and doubles her adorableness. It makes her even better at performing the Caster role of melting high Defense units, is a great Boss and Elite Killer, and can sometimes satisfy AoE needs. The relatively short duration and long cooldown means it has to be managed properly, but it is widely considered to be a very powerful and widely applicable E2 Skill. 2nd Skill - Ignition - For times when her Skill 2 is still preferred, M1 allows her to gain an additional charge, M3 further reduces enemy resistance, and all levels add decent sized gains to the multiplicative attack buff. Talent 2 - Wild Fire - She immediately gains a random number of Skill Points on deployment. More ways to collect salt! Useful in situations where having her first Skill use faster is nice, but not particularly game-breaking. Blaze Bagpipe Thorns 3rd Skill - Supreme Arts- Singlehandedly the thing that makes Thorns broken. Supreme Arts gives Thorns increased ATK, ASPD, and attack range, and upon its second activation in a battle, the buffs become permanent (and twice as potent). This basically makes Thorns a ground-deployed Sniper, with terrific range, quick attacks, and inexorable DPS. Talent 2 - Echoes of Ancestral Waves - Grants self-healing over time when Thorns isn't directly attacking. Makes Thorns a lot more durable and works amazingly with his S2,Protective Spikes (since the counterattacks don't count as direct attacks). Weedy Hellagur Suzuran 3rd Skill - Foxfire Haze - A pure support Skill, and an extremely powerful one to boot. Suzuran stops attacking, but her range increases, allies within her range are healed over time, and enemies within her range are afflicted with Slow and a stronger Fragile effect. Provides healing, crowd control, and an enormous potential team damage increase across a wide area. What more could you ask for? 2nd Skill - Childhood Frolic - Upgrading Suzuran's S2 from level 7 to M3 doubles the ATK boost, reduces the SP cost, and increases the number of enemies targeted from 2 to 3. These are impressive bonuses for a permanent buff Skill, well worth investing in after Foxfire Haze is maxed. Talent 2 - Binding Circle - Possibly the most important reason to E2 Suzuran, even moreso than S3 Mastery. Binding Circle inflicts Fragile on Slowed enemies within Suzuran's attack range, increasing the damage your Operators deal to these targets. Suzuran's base DPS isn't very high, but this debuff increases your team's overall damage potential more than enough to make up for it. Schwarz Nian Mostima 3rd Skill - Key of Chronology - Do you need all those enemies to just chill out? To take a breath, tone down the anger and violence, and just be eliminated in a calm, peaceful, and orderly manner? Mostima makes it happen with her laid back attitude and amazing wide Area of Effect crowd-control. Her S3 Slows all enemies by at least 45% in an increased Range, while also making them step-off with a light pushback. To top it off, it hits all enemies in range and buffs an already good ATK stat. The duration is decent, but the cooldown is quite long, so judicious use will be required, but this is one of the best tools out there to make those enemies chillax and feel the buena onda. S2M2 - Increases the Stun by an extra second, so it's worth a look if you use this Skill. Talent 2 - Subjective Time Dilation - A passive movement speed Slow of enemies within her attack range by 15%, which is a huge boost to her utility and functioning as a crowd control Operator. As is obvious, it combines with her S3 to provide a powerful wide range Area of Effect Slow. Talent 1 Upgrade - Skill Aura - Caster - Doubles the SP Recovery rate that she provides to all Caster Operators. Another great boost to her overall utility, and an important buff for Caster teams and herself as well because of the large SP Costs of her Skills. Rosa 3rd Skill - Avalanche Breaker- Binds multiple enemies within Rosa's attack range for several seconds and deals damage to these targets over time for the duration. This is Rosa's defining Skill, combining decent damage and fantastic crowd-control. It also improves dramatically with Mastery: the SP cost lowers, the number of targets goes up from 3 to 4, and the duration extends from 7 seconds to 8. Talent 2 - Ideal Student- A passive ATK buff to all [Ursus Student Self-Governing Group] Operators in the squad. Abearly noticeable bonus most of the time, but with the right sleuth on your squad, can be enough to give you enemypause. Magallan W Aak Eunectes 3rd Skill - Iron Will- This is the big reason to E2 Eunectes, and hoo boy, is it a good one! By calling the Big Ugly onto the field, Eunectes gains titanic increases to ATK and DEF, starts regenerating HP, and gains Block +2. 99% of physical enemies will bounce right off Eunectes while her S3 is active, and 99% of all enemies will drop like flies before the Big Ugly's majestic ATK. Be warned that Eunectes will be self-Stunned once the Skill is over, and don't forget that she'll also lose her Block bonus; if anything does manage to survive the Big Ugly, it will be able to walk right past Eunectes when the Skill duration ends. 2nd Skill - Menacing Slash- M3ing Eunectes' S2 increases the damage dealt and increases the Stun duration by one second. You're probably not using S2 for damage, though, and it's rare for a target to survive 17 seconds of perma-Stun, let alone 18 seconds. M3ing Menacing Slash is a little too expensive for the results. Talent 2 - Resilience - Eunectes gains SP while blocking. This speeds up the charge time of her powerful Skills noticeably. Nightingale 3rd Skill - Sanctuary - Provides a ton of healing output to a very large range and pretty much negates Arts damage by providing a huge boost to Arts Resistance and a sizable Arts Evade. The bane of enemy Casters, this Skill alone can trivialize difficult Arts Damage based content. It also has a very long 60 second duration and first use is available rather quickly after deployment, making it a great "extended burst healing" Skill. The downsides are pretty obvious, though: an incredibly long cooldown and no physical damage mitigation. If you want to get physical with your Operators, best to look elsewhere. Talent 2 - Fleeting Phantom - A really interesting strategic option is added to her kit: the ability to place "Phantoms" to aggro enemy damage. The Phantoms have high resistance, decent physical evade, and are super scary, making them great for use to redirect annoying enemy Caster or Sniper fire and give your healers some breathing room. Shining 3rd Skill - Creed Field - A huge Defense buff to all Allies within her range and an ok output buff. On top of an impressive 60 second duration (almost as impressive as her summer skin), this is a really amazing Skill for supporting your blocking Operators against hard- hitting physical attackers. A crazy-long cooldown, being limited to allies within her range, and not doing anything to mitigate Arts damage limit its overall usefulness to more niche situations. Also, her buff is additive to the +DEF provided by Defender Skills and Talents and not multiplicative (for those of us allergic to Math: that is a bad thing). That being said, the majority of enemies deal physical damage, so this is not a Skill that should be ignored. Skill 2 - Auto Protect (M3) - Auto Protect gains a third charge when fully specialized, and the HP Shield % and DEF % modifiers increase to 50% from 35%. It is not as game-changing as specializing DPS units since most maps don't need so much healing, but it can be a decent endgame min/max for whales. Talent 2 - Code of Law - An ok attack speed buff that improves her throughput and is welcome since Medics have long Attack Intervals. Lappland The Special-Ability-Seal effect of her Talent, Spiritual Destruction, is very useful for shutting down dangerous enemies in difficult content (and preventing Texas from stunning her and running away). Promotion to E2 increases the silence duration from 1 to 5 Seconds. Since her Attack Interval is 1.3 seconds, E2 promotion changes her Talent from periodic silence to permanent silence... I know, right!?! If you don't know, just do it, and thank us later. Ptilopsis Her Talent, Skill Point Halo, makes Ptilopsis one of the most widely applicable Skill Point Batteries, as it increases the SP regen speed of everyone on the team that has a per-second charge Skill. Her E2 doubles the bonus, doubles the flavor, and doubles the fun. Specter, Broca, any AoE Guard AoE Guards are the exception to the "What they gain at E2" rules. Upon promotion to E2, on top of their other improvements, they gain the ability to Block an extra enemy (from 2 to 3). Since their trait allows them to hit the number of enemies equal to their Block amount, this represents a potential butt-kicking increase of 50%. That is a significant increase, and is why AoE Guards (like poor "Tier-Lists-Don't-Exist-In-AK" Savage) often get overlooked and discarded at lower promotion levels. Elysium The main draw for promoting Elysium to E2 is causing his Sniper Support Talent to reduce the DP cost of all Sniper Operators by -2 instead of -1, and, while his skills are active, to increase the ASPD of all Sniper Operators by +20 instead of +10. He doesn't get a whole lot out of M3ing his Skills, but the main benefit—reducing their SP costs—allows him to generate DP earlier in a battle, which is always good. Blemishine 3rd Skill – Divine Avatar – Increases Blemishine's ATK and DEF, deals bonus Arts damage when attacking, and heals a nearby ally every time Blemishine attacks. This flashy Skill is very satisfying to use, but be careful: the healing cannot target Blemishine herself. Either keep another healer on Blemishine when using this Skill or position Blemishine to the side of powerful enemies rather than expecting her to Block their attacks. 2nd Skill – Deterring Radiance – At M3, Deterring Radiance's ATK buff and regenerative healing both increase in strength. Best of all, however, the SP cost for the Skill decreases from 16 (Skill Level 7) to 12 (M3). Deterring Radiance has the [Getting Hit] SP charge type, so even a small SP cost reduction can mean the difference between having the Skill up when you need it or having to wait for another wave of enemies to enter the field. Talent 2 Upgrade – Mercy – Blemishine's ATK when attacking Sleeping enemies increases from 120% to 140%. Attacking Sleeping enemies is kind of situational, but if you're doing it, you definitely want them to die before they wake up, so you'll want all the damage you can get!Immediate Impact
Exusiai 3rd Skill - Overloading Mode - Say hello to her little friend! Straight up burst damage with good uptime that gains a multiplicative ATK buff with Mastery. Eviscerates squishies. Doesn't help much against high-DEF enemies, though, which are the ones that can give her trouble. Talent 2 - Angel's Blessing - Decent ATK and HP buff for her and a random ally on deployment, synergizing well with early deployment after a Vanguard. Talent 1 upgrade - Fast Cartridge - A nice boost to the welcome attack speed buff. Ch'en Talent 2 - Blade Art - An ok self-stat increase. Nothing game-changing. Ifrit Skill 2: Pyroclasm (M3) - When fully specialized, the DEF shred of Pyroclasm increases from -200 to -300. This can be a huge boost to team dps that equates to 100 more damage per hit dealt by every physical damage Operator - Exusiai would deal 500 more damage per attack against debuffed enemies in Overloading Mode, for instance. Pyroclasm's SP cost also decreases (more fire!) and the damage multiplier increases from 190% to 250%, a welcome boost. 3rd Skill - Scorched Earth - That's Hell you're walking into… Ifrit's Skill 3 turns the tiles in her range into burning zones of death-over-time, dealing heavy Arts damage per second and applying a flat Resistance debuff (one of the few sources in the game). The cost is a bit of hellish backlash, as she loses 40% of her health over the 20 second duration. Also, aerial enemies just laugh at her, as they are not damaged. In many situations these trade-offs will not be worth it, and players will be better served by Skill 2. Talent 2 - Rhine Loop - Faster SP regen is always welcome. Saria 3rd Skill - Calcification - This is a Skill that does a LOT of good things very well. So many things, in fact, that we need to use more bullets to address them all: It has a huge range. It does a lot of healing, up to 35% of Saria's ATK per second. This is not mentioned in the in-game description, which is a crime against Saria, decency, and all things cute, since many players think the amount of healing listed is what is done over the entire duration. Medics typically have an attack Interval around 3 seconds. This means Saria can heal almost 3 times for every 1 heal by a typical Medic. Along with her Talent 2 (mentioned below), it can potentially generate a considerable amount of SP charge for your Operators(See Talent 2 discussion below for the "however"). It increases Arts Damage Taken, one of the few sources in the game, which is a multiplicative damage increase. It reduces enemy movement speed significantly. It has a decent duration. It does your laundry and makes you a sandwich. Talent 2 - Refreshment - As mentioned above, it gives an extra Skill Point to any ally she heals. Paired up with her Skill 2 and 3 healing effects, this can make a huge difference and should not be underestimated. However, what that tricky Saria fails to tell you in the in-game description is that Operators only gain SP if HP is actually restored (healing an ally at full health gives them nothing). Thus, this Talent is not quite able to reach the potential that it seems to have at first glance. Skill 2 - Medicine Dispensing - Because of full-HP-Refreshement problem and the relatively long cooldown, players will usually be using Skill 2 instead of Skill 3. Skill 2 provides regular AoE healing covering a large range. Mastery of this skill reduces its cooldown and increases the multiplicative ATK buff, making her significantly better at handling healing duties. Ceobe Skill 2: Really Hot Knives (M3) - Almost everything about this Skill improves at M3. The SP cost goes down, the initial SP goes up, the duration increases, and Ceobe's attack speed becomes even more blazing-fast. Really Hot Knives is Ceobe's defining Skill, so being able to use it faster, more often, and to greater effect just makes Ceobe even better than she already was. 3rd Skill: Really Heavy Spear - When facing enemies with high RES that can laugh off Really Hot Knives, an E2 Ceobe can turn to Really Heavy Spear, which turns her attacks into physical damage, gives her an Anti-Air Sniper's attack range, and massively buffs her ATK. Anything that actually survives being impaled by Ceobe's spears will then have its special abilities sealed, giving Ceobe extra utility in the bargain. It's a nifty Skill with some niche uses, but in most situations Really Hot Knives is a better Skill to use. Talent 2 - Lone Journey - Buffs Ceobe's ATK and ASPD if there are no allies deployed next to her. Especially on maps with limited ranged grids, the buff can be more trouble to get than it's worth, but it's a nice bonus when you can swing it. Talent 1 Upgrade - Thresher - Thresher is Ceobe's defining Talent in the same way Really Hot Knives is her defining Skill (especially because of how well the two work together!) At E2, Thresher upgrades to do 15% more of an enemy's DEF stat as damage, which is a massive increase in performance (especially when using the aforementioned Really Hot Knives). Blue Poison A Sniper that can do Arts Damage is a rare treat! Promotion to E2 more than doubles the Arts-Damage-Over-Time applied by her Talent, Neurotoxin. Skill 2: Venom Spray (M1) - At Mastery 1, Venom Spray gains an additional hit against Blue Poison's main target, effectively doubling her single-target DPS. Since Mastery 1 is quite cheap, this can be an attractive option for players who want to use Blue Poison as a bursty Sniper. Meteorite Meteorite is a very useful Operator for Annihilation 2 and 3, especially when upgraded to E2 for her increased attack range. Furthermore, at promotion to E2, her Talent, Blast Attachment Refit, doubles the chance-on-hit for increased damage. MyrtleMasters of Specialization
Hoshiguma 3rd Skill - Saw of Strength - Along with having a terrifying name, looking like a meat-grinder of death, and inspiring some hilarious Dorito spinning memes, Hoshi's SK 3 gives her a decent ATK and DEF boost and allows her to hit all enemies within her range with each attack. Despite how it may look, the skill does not create a constant "grinding" damage effect, but is still based on a single attack per her Attack Interval (only that it hits all enemies in her range). The Skill can provide some nice increased damage in multiple-low-defense-enemies situations, but it doesn't provide a significant survivability increase over her Skill 1 and doesn't do much in high enemy-Defense or single target situations. Talent 2 - Special Operation Strategy - An ok percentage Defense buff to all Defenders. Welcome but not game changing. Talent 1 upgrade - Tactical Armor - A fairly significant increase to her ability to avoid both Physical and Arts damage. You can't kill her if you can't hit her! Siege 3rd Skill - Skull Breaker - Did you ever wish that Siege had skipped the VAN and was just a Guard? Well, this Skill makes it happen. She gains a large multiplicative Attack boost and a decent duration Stun (useful defensively against hard hitting enemies) in exchange for almost doubling her Attack Interval. It has good duration and cooldown and can be used quickly after deployment at high levels. The drawback here is that it has no DP recovery, which is one of the main reasons to use a Vanguard. You don't like that Siege wants to switch jobs? Complain to the lion. Talent 2 - Crushing - This is one of the reason to E2 Siege from a Vanguard performance perspective. It gives her an extra Skill Point when an enemy is killed in an adjacent tile. When combined with Skill 2, it can enable some crazy Skill spam and DP gain shenanigans. Phantom 3rd Skill - Night Raid - This version of the Phantom is less interested in "music of the night" and more focused on "murder of the night." Night Raid is a damaging AoE attack used immediately upon deployment that pushes targets away and inflicts either Stun, Slow, or Bind. The random nature of the ailment can be troublesome, but if you don't get the ailment you want when you drop Phantom, you can throw down his clone as well for a second chance! Talent 2 - Phantom Mastery - This E2 Talent reduces the redeployment time of Phantom's clone by 10 seconds. If you're very active about retreating and redeploying Phantom and his clone, you're probably chafing at the clone's 45-second redeploy timer at E1. Reducing the time to 35 seconds gives you a lot more flexibility in repositioning this lethal Operator(s)! Skadi 3rd Skill - Tidal Elegy - Large increase to her stats across the board (ATK, DEF, and HP) and a very long duration make this skill amazing for going toe-to-toe with tough Elite and Boss enemies and coming out the Heavyweight Champion. However, a very long cooldown, the fact she can only take on one enemy at a time, and the magnitude of the buffs being a bit lower because it increases all stats instead of a single one, makes the Skill a little more niche to maximize its full benefit. Talent 2 - Swift Action - The reduced re-deployment time synergizes well with her Skill 2 for use as a drop-in assassin. When using Skill 3, it makes retreating and re-deploying a quicker way to get a second Skill use than waiting for the full cooldown. Warfarin The other 5★ Medic SP Battery. Her Talent, Blood Sample Recycle, other than sounding like a great way to get an incurable disease, doubles its SP gain effect upon promotion to E2. Platinum A strong Annihilation 2 and 3 choice because of the map requirements and her Skill 2. All-Out Attack doubles its 40% multiplicative Attack buff upon promotion to E2. The high multiplier on her Skill 2 and Talent increase the benefit of the extra ATK. Liskarm A 5★ Operator that gains an additional Talent at E2, Thunder Resistance makes her one of the few non-Healing Defenders to have innate Arts Resistance, though the main reason to E2 her is the benefit she receives from the higher stats. Executor His mission is to destroy everything that dares enter his range, and promotion to E2 significantly helps him with that. His Talent increases its Defense Penetration, and his already high ATK stat can be raised even higher. If this cool customer is part of your strategic lineup, he will see excellent benefits from promotion. Cuora "The Turtle" Cuora is a 4★ that even whales continue to use at endgame because of how insanely good her Skill 2's block 4 and Defense potential is. After promotion to E2, the Defense boost from her Talent, Defense Specialist, increases from 6% to 12%. Investment in Cuora will be paid back multiple times over. Perfumer On top of having a calming, cleansing scent, Perfumer's Lavender Talent heals all allies on the field every second based on a percentage of her ATK. This can be extremely useful on maps that apply a Damage-Over-Time effect to all Operators, for giving support to Operators outside of Medic range, or healing Operators that cannot be healed directly(e.g. Vulcan or Hellagur). With her Skill 2 active, or other ATK boosts, the amount of healing can be quite impressive. Reaching E2 improves the ATK% from 3 to 5%, a nice increase.Beat them with the Stat Stick
Manticore Pramanix This fluffster is one of the only 5★ Operators that gains an additional Talent upon reaching E2. The Bell Tolls Twice allows her hit 2 enemies with each attack, effectively doubling her normal damage when multiple enemies are present. Her first Talent, Weakening, also has the power of its [Fragile] debuff (a rare Damage Taken Increased multiplier) doubled. Shamare Zima After promotion to E2, her Talent Spearheader reduces DP cost of all Vanguard Operators by 1. This can be a difference-maker on maps with difficult start rushes, tight DP constraints, or limited DP-gain. Texas In a similar vein to her Vanguard counterpart Zima above, Texas' E2 promotion enhances her ability to handle fast starting Operations. Her Talent, Tactical Delivery, starts the team with 2 DP at E2 (up from 1 at E1). Although this doesn't seem like much, it can make all the difference when it is needed. Players will likely be using Zima, Texas, or both, regardless of who else you have, so improving their starting conditions and stats is a solid investment. Nearl At E2, herPegasus' Halo Talent increases the healing of all allies on the battlefield, which is a great team-wide buff for maps with high team-wide healing requirements. It is a particularly welcome addition for Challenge Operations that prohibit Medics, as it lends a lot of extra healing power to units like Saria or Sora. Mayer Another Operator whose Talent is core to their mechanics. The number of Meebos that her talent Robotter allows to be deployed increases from 4 to 5, a significant increase if you want to use this one-woman-army to her fullest potential. Firewatch Skill 2: Tactical Transceiver (M1) - At Mastery 1, Tactical Transceiver is upgraded from 2 to 3 bombs, massively improving the potential nuke AoE as well as single-target damage if they all happen to bunch up together. This upgrade is a must for players that enjoy using Firewatch and watching things go boom. The Assassin Talent also gets upgraded, giving Firewatch a further 20% increase in damage against ranged enemies. Sora When promoted, the idol dancing machine doubles the amount of SP her Talent, Encore, can potentially restore. Mastery allows her Skills to Support harder and last longer. Silence A popular Medic Operator because of her AoE Healing drones that allow her to reach any corner of the map, E2 not only grants her the ability to enhance her stats, but also doubles the ASPD buff she gives to all Medics with her talent, Booster Injection. Provence The fluffy-tailed Sniper who preys on damaged enemies, Provence doubles the multiplicative attack buff gained by her Talent Hunter's Arrow when she reaches E2. Glaucus As an Operator outside of the Sniper Class that will prioritize targeting Drones and aerial enemies, Glaucus can be useful in situations that forbid Snipers, or against Drones with high DEF. Her Talent, Countermeasure Device, increases her damage to Drones, and this effect doubles upon Promotion to E2. Her S2 can also be a very powerful crowd-control tool, and developing it to M3 increases its duration by 1.5 seconds. Special Consult Thanks To: Cleista, Peacecow, Jetroyz, and Botzu.Because Niche is Nice
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Source: https://gamepress.gg/arknights/core-gameplay/arknights-guide-high-impact-elite-2-promotions
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