Introduction
- Regular Attack
- Physical Damage
- Position
- Melee
Croissant is a Protector Defender notable for her high defense, physical dodge and ability to shift enemies. Although she doesn’t possess the highest DEF out of her branch, nor the highest survivability outright, the mix of high evasion and DEF during S1 helps her survive a good amount of damage. Her S2 is an interesting tool to have on hand, letting you transfer blocked enemies to other operators, but should be used carefully. Overall, while she may be a capable unit, the lack of any stand-out traits makes her extremely replaceable in more developed rosters.
Operator Stats
- Health
- 3670
- Attack Power
- 380
- Defense
- 770
- Attack Speed
- 1.2 sec
- Arts Resistance
- 0%
- Block
- 3
- Redeploy Time
- 70 sec
- DP Cost
- 22
- Range
Y1 X1 operator cell
Strengths
- S1 gives her a small evasion chance increase and a sizable DEF buff, while also slightly boosting the survivability of allies in the 4 adjacent tiles
- Capable of dealing with heavier foes or swarms of lesser enemies with S2 when sufficiently invested in and provided SP
Weaknesses
- Gimmicks aren’t too relevant in most situations, and similar capabilities to peers render her easily replaceable
- S2 is an omnidirectional push, meaning it has to be used before any units get past her, and is otherwise clunky in use
Talents
Miracle Field
Has a 20% chance to resist Physical and Arts damage. The allies in the four surrounding tiles obtain half of the effect
Y1 | Y2 | Y3 | |
---|---|---|---|
X1 | empty cell | active cell | empty cell |
X2 | active cell | operator cell | active cell |
X3 | empty cell | active cell | empty cell |
This talent is what sets her apart from her peers, but sadly doesn’t do too much. The percentage is only really notable at E2, and even then only offers a minor passive buff to allies in a small range. On-skill the evasion is just high enough to offer an actual benefit, but it is unlikely to be significant. The range is also quite restrictive, often meaning you’d be using her in conjunction with other blockers as opposed to blocking off a lane of her own.
Skills
Auto Defense
Per Second RecoveryAuto Trigger- Initial SP
- 12
- SP Cost
- 20
- Duration
- 30 sec
DEF +70%; Talent effect increases to 200%
Automatically activated
More useful where you simply intend to use Croissant as a blocker. The evasion benefit only becomes notable at E2 and, outside of that, the skill is a simple DEF buff.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The skill performs well enough both for her as a blocker and as bonus evasion for your units even at SL7. It’s otherwise easily replaceable by other, more competent, defenders.
Magnetic Hammer
Defensive RecoveryManual Trigger- Initial SP
- 0
- SP Cost
- 17
- Duration
- 0 sec
Bumps nearby enemies away greatly, Stunning them for 4 seconds and dealing 480% ATK as Physical damage to them
Y1 | Y2 | Y3 | |
---|---|---|---|
X1 | empty cell | active cell | empty cell |
X2 | active cell | operator cell | active cell |
X3 | empty cell | active cell | empty cell |
This skill is capable of a few tricks that may be useful in general content, but it is severely hampered by the Defensive SP generation and its cost. If you wish to use it, consider getting Stage 1 of Module Y.
The damage and stun are merely a bonus and are unlikely to factor greatly into any plans unless used with SP batteries, or against many/fast-attacking enemies. The strong push can be used to free up her block count or stall a larger wave—these are the most valuable—and to push enemies into holes, replacing a pusher if you otherwise wouldn’t bring one to the stage. However, it is omnidirectional and can also push enemies into the objective point (or closer to it) if you’re careless.
The defensive recovery means you can’t make use of downtime, so you may find yourself using it later than you’d like—this can be either when she’s fully overwhelmed and at risk of having an enemy go past, or after a dangerous wave has already passed her.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
While the SP cost reduction and the additional level of push strength are significant, the skill simply doesn’t function well enough as it is to warrant investment and requires a solid plan to address its weaknesses before committing to masteries.
Modules
- Health
- +350
- Defense
- +68
- Block
- +1
Combat Boots
PRO-Y
The Stage 1 module increases her block count, which mostly benefits S2 by making it more difficult for enemies to get past her before it’s charged. Subsequent upgrades grant her additional evasion, making it more noticeable passively and a lot more noticeable during S1.
- Recommended Stage
- None
- Priority
- --
While for most players this upgrade is more expensive than it’s worth, if you intend on using Croissant, getting Stage 1 of this module will make her S2 viable in significantly more situations. The subsequent stage upgrades are nice but aren’t worth the cost due to the talent’s restricted range.
Synergy
Blemishine
Like with all defensive recovery operators, Blemishine can supercharge their SP generation rate just by being on the field, making it significantly easier to use Croissant’s S2.
Operators with passive dodge
While at first it might seem natural that Croissant would be a great addition to allies with high dodge, this isn’t the case. When using her, remember that operators who already possess some degree of dodge will benefit proportionally less from Croissant herself the larger that dodge chance is. This is because chance-based evasion attempts stack as separate events, so it won’t ever make someone immune to damage and will be responsible for relatively less dodges the higher the chance already is.