- Regular Attack
- Physical Damage
Ayerscarpe is a Lord Guard centered around using other blockers within range to maximize his burst damage output. All his skills use Arts damage to make up for the lack of a convenient way to ignore the branch ranged attack debuff. He can deal a high amount of damage to groups of blocked enemies, but is subpar in practice considering there are many damage dealing options that have no such limitations.
- Attack Power
- Attack Speed
- 1.3 sec
- Arts Resistance
- Redeploy Time
- 70 sec
- DP Cost
Y1 Y2 Y3 Y4 X1 active cell active cell empty cell empty cell X2 operator cell active cell active cell active cell X3 active cell active cell empty cell empty cell
Nothing notable. A bit more HP and DEF in comparison to Lappland and a bit less attack, with the same trust and potential gains.
- Fairly high burst output and high ceiling against blocked enemies
- Decent additional APSD buff to self and nearby allies
- Average damage output is lacking compared to competition unless enemies are blocked
- Focus on burst against blocked enemies renders additional range less impactful
This unit and allied Operators in the surrounding 8 tiles gain +8 ASPD
|X1||active cell||active cell||active cell|
|X2||active cell||operator cell||active cell|
|X3||active cell||active cell||active cell|
A nice, small passive boon to incentivize positioning allied operators around him. Also helps bring the branch’s below-average attack speed up a bit for himself.
Shrapnel BurstOffensive RecoveryAuto Trigger
- Initial SP
- SP Cost
- 0 sec
The next attack deals 160% ATK as Arts damage to up to 3 enemies within range and Slows them for 1.0 second(s)
Fairly standard auto-attack S1 made interesting by the addition of a Slow and multi-target capability. The average performance is decent, but nothing to write home about. It still does less damage due to the branch trait when doing ranged attacks, making the multiplier lower than it might seem. It serves more to cover for the lower ATK than actually increase his damage against single targets, so long as he’s engaging them at range.
- Recommended Rank
Since the slow duration and target count remain the same, the main thing gained from mastery is the SP reduction, letting him activate it a bit more. Overall it’s not very impactful, and not worth the resource cost for mastery.
Activate Phase BladesPer Second RecoveryManual Trigger
- Initial SP
- SP Cost
- 25 sec
Range expands; Damage type changes to Arts Damage; Each attack deals an additional 170% of ATK as Arts damage to all enemies blocked by friendly Operators in the surrounding 8 tiles (this damage is treated as a melee attack)
|X1||active cell||active cell||active cell||empty cell|
|X2||operator cell||active cell||active cell||active cell|
|X3||active cell||active cell||active cell||empty cell|
The expanded attack range doesn’t really matter too much – the real range of the skill is confined to allied units in the adjacent 8 tiles capable of blocking enemies (or enemies he blocks himself).
Whenever he attacks, he will also deal damage to every enemy blocked by an ally within the 8 tiles surrounding him. This includes enemies blocked by an operator behind him, but does not include any enemies blocked by allies outside of the 8 tiles adjacent to him, even if the enemies themselves are within the 8 adjacent tiles.
The downsides to this skill are its decently long cooldown and very low damage output against unblocked enemies, meaning he can’t properly contribute against enemies too dangerous to block. Most of the time, the reason he is able to make use of this skill’s additional damage against blocked enemies is because his damage output is weak enough for enemies to be able to get close in the first place.
- Recommended Rank
The skill gains minor improvements to its SP cost and initial SP, some additional duration, and a decent boost to its multiplier. However, the skill remains weak in practice and is not worth using. The additional damage from the higher multiplier only comes into play against blocked enemies, which means that it’s practically useless most of the time when enemies are still approaching. The skill ends up wasted for a large amount of its duration, making it a poor investment.
Her SP talent plays fairly well with his S1, noticeably increasing overall damage if there’s more than one mob around at a given time. This synergy also has the added benefit of making Ch’en’s own SP generation faster due to the ASPD increase if nearby. It's nothing too significant, but if you enjoy the more consistent approach and don’t want to rely on blocking, they can definitely work well together.
Since Ayerscarpe’s S2 wants a lot of enemies up close and personal, this naturally means a lot of enemies hitting Liskarm, reducing S2 downtime. Simple but reliable – just make sure to keep her cross-shaped battery range in mind.