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Module Ratings - Medjehtiqedti Bound

Ratings and discussion of the Operator Modules introduced in the "Medjehtiqedti Bound" patch [Arknights]

by Mal.io

Introduction

Heya all, Mal here with another writeup, this time for the Medjehtiqedi Bound patch which introduces Titi. We are getting Modules for three new Operators, as well as a bunch of second Modules for existing Operators.

This patch is a mixed bag, with a lot of nuanced “maybes” and “nos” which mostly revolve around how strong you think these Operators are in the meta. Unfortunately, none of them are exactly standouts in the sense of a strong Module on a meta Operator.

As for new Operators, we got a Module for Titi, the new 6★ Incantation Medic, Perfumer the Distilled, a new 5★ Abjurer, and Varkáris, a new 5★ Centurion Guard.

Titi’s Module is fairly… whelming. She herself is a pretty decent Operator with some powerful if awkward ceiling uses. Unfortunately, her Module almost entirely leans into her less impressive everyday use instead. It improves her damage and her healing, but generally you’re bringing Titi for her ability to apply invulnerability (ish) to a specific Operator, or apply well-timed CC to dangerous enemies in an AoE. The Module doesn’t really improve her ability to fill this role at all, so it really is only worth considering at all if you’re trying to make Titi an everyday carry type of unit instead. Unfortunately, while she can absolutely do that, she’s just one of a million options for that role and thus I don’t really recommend her Module highly as a result.

As for the 5★s, Perfumer alter got a decent Trait upgrade at the very least, doubling her target count from one to two. She fills an interesting helidrop type healing niche that hasn’t really been explored before in Arknights, and doubling her targets is a great value upgrade, unfortunately her actual strength as a Medic is otherwise fairly underwhelming, and so even that value upgrade of just Module level 1 is mostly for those interested in her gimmick.

Varkáris is just another 5★ Centurion Guard in almost every way. His only meaningful characteristic is that he contributes to the Minos niche, other than that he’s a perfectly cromulent Centurion. Unfortunately there’s a ton of those, most players probably already have at least one built, and even if they don’t, they probably have other Operators who can fill the same role at least as well. This kind of Operator is just difficult to recommend these days unless there’s something about his design that appeals to you. He got the defensive Module, which is actually synergistic with his kit, but it doesn’t really elevate him that much. If you’re a Minos player I guess you’ll want this Module but most of them would build it regardless of what it does by virtue of the fact that there’s like four Minos Operators to begin with (I know there’s more don’t DM me).

As for the second Modules, this is a pretty mixed bag. Rosa, Hoederer, Viviana, and Entelechia all got second Modules.

Rosa’s second Module is a real dud that basically only avoids being awful if you’re playing the USSG niche (and even then it’s of dubious quality). Which is particularly unfortunate considering how irrelevant Rosa has been for a bit now. Her first Module was impressive when it released, granting Rosa some nice, high-quality damage against heavy targets, however that was before the massive wave of powercreep Arknights has been going through for a decent while now since then, so it’s less impressive today. That said, it’s still nearly always better than this new Module, so even if you are still using Rosa in the year 2026, you should stick to her first Module. Before you ask, no, you shouldn’t invest in this because of the upcoming Zima alter. It’s just not that big a buff and requires a third USSG unit on top of Zima and Rosa to maximize, as well as disruptive skill timings. Unless you’re doing USSG only, there’s simply always much better buffing options who provide more with less headache, such as Warfarin or Mon3tr.

Hoederer’s second Module is really great honestly. The biggest downside is just that it’s on Hoederer. Hoederer has had a bit of an up and down relationship with the playerbase and their idea of the meta, it took the community a bit to realize that he’s quite better than the initial impression we had on him, but also it’s been some time now since then and we’ve had yet more powercreep. That said, this Module is the kind I love because it actually offers a truly meaningful decision between the first and second Modules, and not in a “situational upgrade depending on which of the two damage increase conditions can be met” way that I hate, but in the way where you get two meaningfully different niches the two Modules fill. The first Module offered Hoederer much better survivability, while this one offers him much better damage. Ultimately, for most players the “more damage” Module will be the right choice if you have to pick.

Viviana’s second Module is a pretty big L. It has to compete with her Delta Module and simply does not have the sauce. Even in a vacuum it would probably be pretty underwhelming, offering an upgrade to Viviana’s ability to tank dangerous enemies, but not increasing her ability to actually kill those dangerous enemies. She still ends up in the same place as before, her skill runs out and the dangerous Elite is still alive to murder her. Even building Viviana in 2026 is a pretty “desire-only” choice, investing in this Module is simply a waste even if you want to use her, pick the Delta Module instead.

Lastly, Entelechia got her second Module. I really like this one. It leans into Entelechia’s ability to deal with enemies by reducing their Max HP instead of dealing direct damage, as well as drastically improving her DoT and giving her some sustain linked to that DoT. Ultimately, the actual power of this Module isn’t terrifically high, but it allows Ente to more capably fill her peculiar niche much more effectively when it is called for. Her effectiveness will definitely vary considerably depending on whether the enemy in question is one where her HP Steal or Arts DoT are advantageous, but I like when Modules do interesting things like this rather than just a boring “conditional 10% damage increase plus base stats resulting in 20% skill DPS increase”. Ente is still absolutely not a meta pick even after this Module, but it’s a fun one and you should pretty much always pick it over her first if you’re planning to use her.

Ratings System

This rating system aims to capture both the relative “meta value” of a unit as well as the strength of a Module. My aim is to have the ratings give an at a glance understanding for those just trying to figure out what is “good”, while those already interested in a unit regardless of the meta value of said unit, can read the detailed write-up of each Module to find out if it’s right for them, even if it’s a Module on a relatively low value Operator.

Each Module will be given a rating of [YES], [MAYBE], or [NOT RECOMMENDED] for whether it is worth building, as well as a recommended level to upgrade it to.

For Specialized Modules, ratings are given with the assumption that players are interested in the applicable game mode (for example Integrated Strategies).

Ratings

New Operators

Titi

Rarity: 6
Titi

Titi

Medic
Incantation Medic
Ranged

远方的礼物

INC-X

Rating

Not Recommended

Titi brings some niche value to the Incantation Medic Branch, mostly focusing on the power of the Sleep crowd control status. Her S2 especially allows for some powerful strategies to protect friendly units from dangerous attacks by placing then in Sleep. Unfortunately, most of this niche use is not noticeably improved by her Module. Titi does also have more casual generalist applications using her S3, but its performance is much less remarkable compared to the other options in the game. This Module focuses on improving Titi’s healing and damage numbers, which mostly improves her S3 usage, and is not as relevant to her S2 use, and is thus generally a fairly underwhelming Module.

The Trait upgrade of this Module increases the scaling of Titi’s healing to 60% of the damage dealt, up from 50%. This, combined with the base stats from the Module, results in Titi’s healing being noticeably improved, although her healing still suffers when dealing with enemy RES/DR. Whether this extra healing is actually helpful is highly situational, as Titi’s healing can vary drastically depending on a multitude of factors including: which skill she’s using, enemy density, whether enemies are sleep immune, enemy state (moving/not moving), and enemy stats. In general, the extra healing isn’t often needed for her S2, while on her S3 it’s important more often.

The Talent upgrade of this Module improves the extra damage Titi performs on “Non-Mobile” enemies to 30% of ATK, up from 15%, as well as increasing the magnitude of the Arts DoT she performs on Sleeping enemies up to 40% of ATK/s, from 30%. Due to the Incantation Medic Trait, these damage increases also result in increased healing by Titi. The damage increase from this Talent improvement can be quite nice, but Titi’s most relevant use is applying invulnerability to allies, or crowd controlling enemies. Her damage and healing are nice to have, but very much a secondary consideration.

Ultimately, the value of this Module will vary heavily depending on how players plan to use Titi. If players are trying to make her work as a generalist option, then the healing and damage improvements to her S3 use are fairly significant. However, if players are trying to make use of her advanced “ceiling” use cases with her S2, then the improvements from this Module are much less likely to be relevant. Furthermore, the improvements this Module grants her S3 are not really enough to make Titi stand out from the many, many “story carry” options that already exist.

Overall, this Module simply leans into the wrong side of Titi’s kit. It improves her damage and healing, but not by enough to make her compete with actually powerful DPS units or the strongest healers. In the meantime, the niche at which she excels is unaffected by the Module. Players intending to use Titi for the specific niche strategies she enables will find her perfectly functional without this Module. Only those who intend on bringing Titi everywhere, whether she shines or not, will find any use from this Module. For everyone else, this Module is an easy skip.

Perfumer the Distilled

Rarity: 5
Perfumer the Distilled

Perfumer The Distilled

Supporter
Abjurer
Ranged

“双月的呼吸”

BLS-Y

Rating

Maybe

Recommended Level

Level 1

Perfumer alter introduces an interesting niche into the world of healers, a true helidrop healer. While this niche is certainly interesting, its actual meta applications are fairly underwhelming, and Perfumer doesn’t offer much more than that. The Trait upgrade of this Module does provide incredible value for those willing to give her a try, but the upgrades are minor on an already desire-only unit.

The Trait upgrade gives Perfumer an extra target, with this Module she now attacks two targets offskill, and heals two targets on skill, up from only one. This Trait upgrade gives Perfumer an immense power upgrade for a very low cost, especially in situations where she needs to keep an ally and herself alive.

The Talent upgrade of this Module increases the magnitude of the Sanctuary Perfumer provides to allies within range to 20%, up from 14%, when those allies have an HP percentage equal to or lower than Perfumer. This extra sanctuary is a nice upgrade, especially when using Perfumer’s S2 which magnifies the Talent by 2x resulting in an increase from 32% up to 40% Sanctuary. Unfortunately, even 8% more Sanctuary is still fairly underwhelming for the investment required.

This Module offers a quite reasonable “bang for your buck” investment option at Module level 1, but the upgrades are simply a luxury on a unit that most players should consider for fun only. The biggest drawback of even Module level 1 is the question of whether or not Perfumer alter is worth the investment at all, however for those willing to dip their toe in, that breakpoint is quite considerable.

Varkáris

Rarity: 5
Varkáris

Varkáris

Guard
Centurion
Melee

回家的路

CEN-Y

Rating

Not Recommended

Varkáris is a Centurion Guard who performs all the things players would expect from a 5★ Centurion Guard. His output is consistent and reliable, but ultimately he falls into the same pitfalls as all the other Centurion Guards as well in that his ceiling performance is completely underwhelming. His Module doesn’t change that at all, providing only some niche value for Minos teams.

The Trait upgrade of this Module reduces the Physical damage Varkáris takes by 20% while he is above 50% HP. This Trait helps Varkáris tank damage the majority of the time, helping him fulfill his typical role as a laneholder. Furthermore, the condition is even easier to meet when considering Varkáris’s main skill provides him with Barrier on top of his HP pool, and enables his Talent to increase Minos Operator damage. While many Centurions might have preferred the other Module that increases their damage, the synergy this one has with Varkáris’s kit makes it much less of a downside than it might have been for another Centurion.

The Talent upgrade of this Module increases the magnitude of Varkáris’s Minos buff talent. It now increases Minos Operators’ ATK to 118% against enemies with an HP percentage lower than Varkáris, up from 112%. While this does benefit Varkáris himself, and thus isn’t solely a faction buff, the increase obtained from this Module upgrade simply isn’t that large and thus results in modest gains for Varkáris and other Minos Operators. However, it should again be noted that the condition for this buff is at least synergistic with his S2, which provides him with barrier.

Overall this Module is completely synergistic and well-designed, it’s simply on a unit with too low of a ceiling for most players to consider building, much less investing in a “balanced” Module. Those who really do want to use Varkáris either just as his own unit or in a Minos team will absolutely appreciate these upgrades, but they’re simply far too small for the typical player to be interested in for meta purposes.

Second Modules

Rosa

Rarity: 6
Rosa

Rosa

Sniper
Besieger
Ranged

“心”

SIE-Y

Rating

Not Recommended

Rosa’s second Module, the Y Module, is almost universally worse than her first Module. This is quite an impressive achievement when its competing Module is years old on a unit that was far from meta-relevant. The only purpose of this Module is to be used in USSG niche teams.

This Trait upgrade on this Module increases the damage Rosa deals to enemies proportionate to their distance, the further away, the higher the damage, up to 12%. This is a post-DEF damage amplification. Unfortunately, this Trait upgrade is almost entirely inferior to that of Rosa’s first Module. The maximum range buff is only at the very edge of her range, and even there a 12% post-DEF amplification is simply not that good.

The Talent upgrade of this Module improves Rosa’s USSG faction buff. All USSG Operators gain +10% ATK (up from 8%), and a new effect is added such that when each USSG Operator activates their skill, all USSG Operators gain +15% ATK (stacking up to 45% when 3 USSG Operators’ skills are active). When playing a USSG team, this buff can result in Rosa doing noticeably better damage, however when not using a USSG team this improvement is nearly always inferior to the bonus from Rosa’s other Module. Furthermore, even in these USSG teams, it requires potentially awkward skill timings just to activate the Talent. Ultimately, even on the strongest members of the USSG, such as Zima alter, a +45% ATK buff is simply not that powerful compared to all the setup required.

This Module is impressively underwhelming and should only be considered for players using USSG teams. For everyone else, Rosa herself is already a fairly difficult to justify option these days, and even for those who want to play her, her first Module, Module-X is far preferable to this Module-Y. An easy skip.

Hoederer

Rarity: 6
Hoederer

Hoederer

Guard
Crusher
Melee

笔迹

CRU-Y

Rating

Maybe

Recommended Level

Level 3

Hoederer’s second Module provides compelling alternative bonuses relative to his first. It substantially improves his damage, at the expense of the substantial extra survivability provided by his first.

The Trait upgrade of this Module increases Hoederer’s damage to 110% when attacking blocked enemies. While this is a post-DEF damage amplification, Hoederer’s typical high DPH hits mitigate the potential downside of that characteristic. Overall, especially when combined with all the other damage buffs in Hoederer’s kit, this is yet another multiplier to add to the pool for Hoederer’s damage.

The Talent upgrade of this Module increases Hoederer’s ATK to 130% when attacking an enemy (up from 110%). If the target is Stunned or Bound, that is increased to 160% (up from 140%). Furthermore, another line is added to this Talent, granting Hoederer the ability to Stun enemies for 2.5 seconds when dealing damage to a blocked enemy for the first time. These upgrades massively improve Hoederer’s damage, and considerably increase his damage against Stunned enemies, as well as improving his own ability to inflict Stun (especially off-skill or while using S1).

This Module gives Hoederer a massive damage spike when compared to his first Module. However, using this Module does mean giving up on the considerable survivability improvements of his first Module (the incoming healing bonus and Sanctuary). Ultimately, that’s the sort of decision that choosing between two Modules should entail. Furthermore, for those players choosing to only build one Module between those two, typically the DPS oriented Module, this one, would be the best choice. The only drawback is simply that Hoederer’s meta relevance has waned over time. This Module should definitely be strongly considered by those who still use Hoederer.

Viviana

Rarity: 6
Viviana

Viviana

Guard
Arts Fighter
Melee

“最后一行”

AFT-Y

Rating

Not Recommended

Viviana had a moment in the sun when her Delta Module released. This Module, unfortunately, will do no such thing. It’s almost universally a downgrade when compared to her Delta Module, leaning primarily into Viviana’s defensive capabilities.

The Trait upgrade of this Module allows Viviana to inflict 10% Arts Fragility to enemies she blocks. This damage increase isn’t terrible, but the condition is unfortunate on a unit whose strongest skill includes a range extension. Unfortunately, these considerations are made fairly unimportant when compared to Viviana’s Delta Module. Conditional Arts Fragility pales in comparison to the high quality damage of Burn Burst, as well as the RES shred the status applies to enemies.

The Talent upgrade of this Module improves Viviana’s Shield Talent, increasing the chance to 25% (up from 18%) when attacking an Elite or Leader enemy, as well as increasing the maximum number of stacks to two, up from one. This improvement allows Viviana to more effectively tank dangerous enemies regardless of defensive stats. The combination of increased proc chance and an additional stack makes Viviana much more consistent at stalling enemies. Ultimately however, Viviana is still dead meat the moment her skill ends, and isn’t doing nearly enough damage to kill the truly dangerous enemies during one skill. Her other module, her Delta Module, at least gives her a greater chance of killing dangerous enemies albeit at the cost of being more RNG reliant for survivability.

Overall this Module leans far too into Viviana’s defensive capabilities, and pales in comparison to her Delta Module. Viviana herself is far from meta relevant these days, and even those players who do choose to build her should strongly consider her first Module instead.

Entelechia

Rarity: 6
Entelechia

Entelechia

Guard
Reaper
Melee

玫瑰色故事集

REA-Y

Rating

Maybe

Recommended Level

Level 3

Enetelechia’s second Module is a substantial upgrade over her first. Unfortunately, that was an extremely low bar to clear, as Entelechia’s ceiling performance was quite underwhelming to begin with, so the value of this Module is substantially undercut by that.

The Trait upgrade of this Module increases Entelechia’s ASPD by 12 when there are two or more enemies in her attack range. This Trait upgrade leans into Entelechia’s ability to do damage to multiple targets, as well as mostly serving the same purpose as the Trait of her first Module (which increased the magnitude of healing from each auto attack she performs) by allowing her to attack faster. The most notable downside of this ability unfortunately is its anti-synergy with her main skills (S2 and S3), as S2 is completely unaffected by ASPD, and S3 already provides a sizable ASPD buff, diluting the impact of this ASPD. Luckily the condition is fairly forgiving, especially when counting how S3 Candles count as targets. Overall, this buff is still fairly underwhelming, and not the main attraction of this Module.

The Talent upgrade of this Module increases the Magnitude of Entelechia’s Steal to 120 Max HP, for a cap of 2160 (up from 75 with a cap of 1350), as well as increasing the Arts DoT to 450 per second for 6 seconds (up from 200 per second for 5 seconds), furthermore it adds the ability for Entelechia to recover 3.5% HP per second while her Arts DoT is active. Overall these are a series of substantial upgrades. The increased HP Steal allows Entelechia to directly reduce enemies’ HP pool in an alternative method to direct damage, while the extra Arts DoT not only does more than twice as much, but also heals Entelechia as well. This Talent upgrade is a major power upgrade for Entelechia, leaning into her strongest characteristics, her HP steal and DoT.

Entelechia still isn’t meta-defining with this Module, her ceiling performance pales in comparison to the latest and greatest options, but this Module enhances the interesting interactions she already had with enemy stats, allowing her to take on some otherwise difficult enemies. Those who enjoyed using Entelechia for these interesting scenarios will definitely appreciate this Module. However, for those who found her power lacking, this Module probably won’t change their minds.

Mal.io

Mal.io

I write Arknights gameplay analysis articles, currently with a focus on Modules. Saria/Muelsyse fan.