- Guides /
- Module Ratings - Crossing
Module Ratings - Crossing
Ratings and discussion of the Operator Modules introduced in the "Crossing" patch [Arknights]
Introduction
Heya all, Mal here with another Modules writeup! This time around is the “Crossing” vignette event, which introduces the 6★ Operator Bellone. As with most vignette events these days, the Module lineup is fairly small, with two new Operators and just a handful of second Modules. Furthermore, we get fewer and fewer entire Branches’ Modules these days since HG has caught up with the older ones.
The new Operators, Bellone and Ripresa both released with Modules. Bellone is a funny unit. Understandably, he isn’t super high on everyone’s pulling priority because of the three strong limited banners sandwiching him and Zima (double cheeseburger.. With uh… an extra bun on one end). However, his power is absolutely enough that he passes my “meta enough” smell test for recommending his Module. In other words, no he probably shouldn’t be your priority to pull, but if you are pulling him, or he spooks you later, he’s good and his Module is a pretty big portion of his strength. It gives him a decent chunk more DEF-shred, which is crucial for his whole deal, so you really don’t want to cheap out and miss out on that.
Ripresa on the other hand suffers from typical 5★ problems, with the added downside of being a member of one of the weakest Branches in the game, Splash Casters. In real scenarios (AKA not imaginary ones with absurdly high enemy density) Splash Casters simply don’t do nearly enough damage when compared to the many multitarget DPS Operators.
As for the second Modules, we got ones for Aak, Eyjfjalla the Hvít Aska, and Jessica the Liberated. This is a mixed bag, but generally not that impressive.
Aak’s Module is a weird one, they seem to be trying to create some sort of helidrop/redeploy niche for him, but the addition of this gimmick doesn’t change the fundamentals: he simply doesn’t measure up to other options like Mon3tr these days. Furthermore, even if you insist on doing Aak memes in 2026, you’d still probably prefer the benefits of his other Module over this one.
Eyjaberry got the best one of this batch, only slightly hampered by the fact that she’s simply not as exceptional as she once was. Options like Haruka and Mon3tr outshine her in both the AFK healing and Burst healing fronts (as well as a future healer coming soonish). Furthermore, I still maintain that her healing without any Module is overkill the vast majority of the time. These two factors combine for me to not recommend this one too highly, but if you do still use her and you want the extra comfort, this Module buffs her regen Talent pretty considerably, and as a result helps her generalist healing quite a bit.
Lastly, Jessica2. Even when she released she wasn’t that strong, and quite a few Operators have come along since then. Jessica simply isn’t that impressive anymore, she’s fun and has a fairly multi-faceted kit, and really which Module you pick depends on which piece of utility you want in a given moment. This new Module gives her some extra range, as well as some extra RNG gimmicks attached to her shield summon. At the end of the day though, this doesn’t really change much about Jessica’s meta value, she’s still fairly niche, players might want Mod 1 of both her Modules for coverage, but I’d say this one is less useful than her first, and neither are really that important for anyone but the most dedicated fans.
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
Bellone

The Instrument
FGT-Y
Rating
Yes
Recommended Level
Level 3
Bellone is quite good, despite the large shadow cast by his contemporaries. His kit combines many of the typical features of the Fighter Branch in an effective way: Debuffing enemies, Dodging attacks, and high attack rate. His power level is heavily dependent on the first of those, enemy debuffing, and his Module gives him a substantial improvement in that department. As a result, his Module is quite important for his full power.
The Trait upgrade of this Module gives Bellone +10 ASPD when he is above 50% HP. This upgrade is not the main attraction of this Module. While Bellone’s Dodge does help make the condition fairly doable, both of his relevant skills include substantial APSD buffs, which heavily dilute the effects of the Trait upgrade. Instead of being about a 10% damage increase in an ASPD vacuum, it ends up being more like a 5-6% increase depending on the skill.
The Talent upgrade of this Module increases the magnitude of Bellone’s DEF-shred and damage amplification in his Talent 1. Bellone’s attacks reduce the target’s DEF by 8% (up from 7%) for 10 seconds, with up to 5 stacks. Furthermore, he deals more damage as the enemy HP goes down, up to a maximum of 142% (up from 128%) when they get below 20% HP. A 1% increase in DEF-shred may seem small, but when his Talent is fully stacked, the increase is much more significant, with 40% DEF-shred, up from 35%, and in his S2, that goes up to 64% DEF-shred, up from 56%. Furthermore, this synergizes very effectively with the damage amplification portion of the same Talent, as damage amp occurs post-DEF calculations and could otherwise be much weaker if Bellone is plinking against high DEF targets. DEF-shred allows fast-hitting lower ATK units like Fighter Guards to reach much closer to their high theoretical DPS potential, and this Talent upgrade increases Bellone’s own self-contained DEF-shred by a substantial amount.
Bellone isn’t quite at the most busted level that some of the more shiny units lately have been, but he’s strong enough that his Module is well worth building for players that have him, if albeit not at the top of the priority list for players with a backlog. Build it all the way to level 3.
Ripresa

'Dusk Covenant'
SPC-Y
Rating
Not Recommended
Ripresa is a character with an undertuned kit, in a rarity with a reputation for being low value, in a Branch with a reputation for being weak. Unfortunately, she doesn’t defy any of those expectations, and is generally a poor choice for investment. Her Module does far too little to alleviate her flaws to be worth recommending.
The Trait upgrade of this Module reduces Ripresa’s DP cost by 8. With no extra Potentials, this results in a DP cost of 25 (down from 33), or at max Potential a DP cost of 23 (down from 31). If players do insist on using Ripresa for reasons other than meta, this upgrade should be considered nearly mandatory, not because she is so strong with it, but because the Mod 0 DP cost is so unreasonable.
The Talent upgrade of this Module increases the scaling on Ripresa’s damage when she hits 3 or more enemies within a splash attack to 130% damage (up from 120%). Ripresa’s whole kit revolves around using her large splash area hits to take advantage of the hypothetical strength of Splash Casters, dealing with dense enemy crowds. As their damage scales with enemy density, in theory there is a level where they surpass the damage of mere Multitarget DPS units, however to even match those units requires incredibly dense enemy crowds that are almost never seen in Arknights outside of Reclamation Algorithm. When facing more typical enemy density, these splash damage abilities fall far behind their competitors. The scaling increase in this Talent is fairly small, so even though Ripresa’s damage is noticeably better when she meets this condition, the benefits of her Module on those situations are not great.
Ripresa is a poor unit with an underwhelming Module. Those who insist on using her regardless will want to build her nigh-mandatory Module level 1 for the DP cost reduction, but even for those players, the upgrades offer poor value. For the vast majority of players, they would be better served skipping investment in her altogether.
Second Modules
Aak

Remnant of the Malpractice
GEE-Y
Rating
Not Recommended
Unfortunately, the days of Aak memes as a practical strategy are largely past. There are other units who can do similar amounts of buffing with none of Aak’s downsides, and even those use cases are uncommon. Furthermore, this Module is designed to enable a niche style of Aak play within his already niche usefulness.
The Trait upgrade of this Module reduces Aak’s Redeployment time by 15 seconds, down to 55s total (from 70s). This (alongside his Talent improvement) incentivize a sort of “Medium Redeploy” playstyle for Aak, but the use case for where Aak buffs are notable are so rare to begin with, when narrowed down to the subset of use cases where it would also be useful to redeploy Aak somewhere else more quickly represent an extremely small benefit for this Module.
The Talent upgrade of this Module both increases the magnitude of all of Aak’s healing by 25% (up from 20%) and also adds a new on-deploy effect where Aak will restore HP of one Operator in his range by 150% of his ATK. This further leans into the redeployment benefits of Aak, enabling him to give Operators a spot heal when he drops in right before he attempts to murder them. The former also benefits his Talent when it procs the self-healing effect, helping Aak be somewhat more insulated from his HP loss over time. However this benefit is generally inferior when compared to the proc improvements from his other Module.
Overall this Module might be something players who are designing tightly planned meme clears might get use out of, but for players just trying to clear stages, even in an off-meta fashion, this Module isn’t it. Even those players who want to use Aak would probably get more benefit from his 1st Module, which reduces some of the downsides of leaving Aak on the field, instead of this one which incentivizes a helidrop/redeploy style of use. For everyone who doesn’t have very specific plans for what they would do with this Module, it is an easy skip.
Eyjafjalla the Hvít Aska

Life I Want to Retain
WDM-Y
Rating
Maybe
Recommended Level
Level 3
Eyjaberry was the first healer in Arknights to really match up to the more modern standards of Operator power budgets. Most previous healers were either balanced with lower power budgets, crucial limitations, or were trying to do something altogether different. Eyjaberry on the other hand is simply a strong healer. Although other powerful healers have released since, making her no longer unique, she’s still quite a strong and easy to use healer, and this Module is far better than her previous one.
The Trait upgrade of this Module gives Eyja +8 ASPD when Operators in her range receive Elemental Injury. This extra ASPD is nice, but still primarily leans into Eyja’s ability to be an Elemental Medic rather than her role as a more general healer. When units aren’t taking elemental damage, this Trait upgrade does nothing. However Eyjaberry’s other Module Trait upgrade has exactly the same drawback, doing nothing for her performance in scenarios without incoming Elemental Damage. Fortunately, the rest of this Module is far more noteworthy.
The Talent upgrade of this Module increases the scaling and duration of Eyjaberry’s regen Talent. After performing a normal heal on a target, they heal 13% (up from 10%) of the original amount per second (in both normal healing and Elemental Injury), for 8 seconds (up from 6s), which stacks up to 3 times. While the peak 71% improvement from both the extra magnitude and duration of this regen is exceedingly unrealistic, this will still improve Eyjaberry’s performance by a substantial amount in more realistic scenarios. Furthermore, the extra Max HP granted to allies that players give up by choosing this over the X Module is fairly small in comparison, and so the opportunity cost of this Module is not significant.
This Module is a fairly substantial upgrade when compared to Eyjabery’s 1st Module. Really the only points against it is that Eyjaberry’s importance in the meta has declined in the interceding time, and that she is still overkill in most scenarios even with no Module. However for players who still regularly use Eyjabery and want that extra level of safety, this Module is a substantial upgrade over her first.
Jessica the Liberated

Unweathered
SPT-Y
Rating
Not Recommended
Jessica2 offers an impressive package of features for a Defender, however her ceiling performance pales considerably when compared to modern options. As a result, she is typically often used for one element of her utility and not for the sum of all of her parts. This Module adds some extra features, but none of them really make her drastically more competitive, merely offering yet another small niche that she can compete in.
The Trait upgrade of this Module increases Jessica2’s attack range, adding one extra tile in front. This upgrade is nice, and sometimes useful, but unfortunately the extra range only synergises with one of her skills. Her S3 gets the additional tile of range, for an extra long frontal range, but her S2 range is unaffected. This range extension is generally at least slightly useful in any stage, while the invis reveal offered by her first Module is only useful when invisible enemies are present. However, in those cases it’s significantly more impactful than the range.
The Talent upgrade of this Module increases the SP generation of her Ballistic Shields summon, as well as giving it the ability to reduce its Redeployment time, each time it’s hit. It gains a 60% chance (up from 50%) to generate 1 SP for Jessica, as well as granting -1 second Redeploy time on each hit (up to a maximum of -14 seconds). 10% increase might sound like a lot, but 60% is still low enough that it’s very unreliable. Most strategies can’t really count on this SP generation, and players willing to grind the RNG don’t need the extra chance. The redeploy timing feature could make a difference for those players who are willing to grind RNG, but for the typical player who isn’t planning to heavily optimise clears, they will be unlikely to be able to extract the full benefit from these upgrades.
Overall this Module is simply yet another option in Jessica’s toolkit. Players who want to use her in a variety of use cases might find some value in this Module’s Trait upgrade, but only the most dedicated Jessica fans will benefit from the Talent upgrades. Furthermore, for those not already emotionally invested in using Jessica, nothing here is really worth the effort.