- Regular Attack
- Physical Damage
Firewatch is a Deadeye Sniper specialized in dealing with ranged enemies. Her kit is quite versatile, offering some rather unique options. For instance, Firewatch is one of the very few operators in the game that can utilize the invisibility status. She also offers a quite powerful nuke ability that can quickly take care of a whole wave if used properly.
- Attack Power
- Attack Speed
- 2.7 sec
- Arts Resistance
- Redeploy Time
- 70 sec
- DP Cost
Y1 Y2 Y3 Y4 Y5 X1 active cell active cell active cell empty cell empty cell X2 active cell active cell active cell active cell empty cell X3 operator cell active cell active cell active cell active cell X4 active cell active cell active cell active cell empty cell X5 active cell active cell active cell empty cell empty cell
- Very effective against enemies that possess ranged attacks and non-attacking enemies (with module stage 2)
- Strong AoE nuking potential that can easily stack with itself for large damage
- Can use the rare and powerful invisibility status
- Trait and wide range can make her tricky to utilize at times
- Her main nuke skill is weak without proper support
ATK increases to 140% when attacking ranged enemies
This talent is surprisingly powerful, boosting Firewatch’s already very high ATK. Many enemies are valid targets for it, especially bosses.
CamouflagePer Second RecoveryManual Trigger
- Initial SP
- SP Cost
- 50 sec
ATK +70% and gain Invisibility
This is arguably the main skill that Firewatch will utilize to take out her intended targets: enemies with ranged attacks. The invisibility status makes this skill practically irreplaceable, making Firewatch immune to almost anything in the game including radial and splash damage. Some exceptions exist, such as some environmental conditions and tile-banning abilities. The ATK bonus from this skill is quite sizable too, helping her take out low DEF enemies in fewer attacks and letting her penetrate the armor of higher DEF targets such as bosses.
- Recommended Rank
- Mastery 3
Masteries drastically improve the skill duration and offer a decent ATK bonus, giving an extra 15 seconds of duration and +30% ATK at M3. With one of the highest uptimes in the game, Firewatch can remain invisible and untouched while dealing some surprisingly high damage for a long amount of time.
Tactical TransceiverPer Second RecoveryManual Trigger
- Initial SP
- SP Cost
- 0 sec
Randomly drops 3 bombs within range (especially to enemy's position); Every bomb deals 300% of ATK Physical damage to all nearby enemies
An AoE nuke with decent damage which can help clear out groups of enemies. By itself the skill isn’t anything noteworthy and can be pretty underwhelming if not used properly. Its main appeal is the scalability with buffs due to this skill having a high ATK multiplier.
It is important to note that the nukes can drop on any tile, including ranged tiles and even undeployable tiles, and that there can only be one nuke per tile. Also, the skill itself has a short wind up time during which it can be wasted should Firewatch be interrupted by things such as getting stunned or retreated. Even though such scenarios are rare, it is still worth noting that timing is important.
- Recommended Rank
- Mastery 1
Firewatch being able to drop an extra nuke at M1 is the most significant improvement for this skill. This means potentially more damage, as the bombs are easy to overlap when a lot of enemies are present. For those who want to use this skill with buffs, it’s recommended to go for M3 instead as the increase in the damage multiplier is significant. The initial SP isn’t that important as the skill is best used alongside SP batteries.
- Attack Power
Field Sniper Equipment
Firewatch’s stage 1 module improves skill cycling and helps reduce downtime by a considerable amount. Assuming she is consistently hitting a non-lethal shot, the module saves her several seconds of downtime on both skills. The stage 2 upgrade of this module makes Firewatch’s talent apply to non-attacking enemies as well as boosting her talent multiplier by 5%. There aren’t many non-attacking enemies in the game, but the stage 2 upgrade extends Firewatch’s niche slightly, while providing her with a small damage boost.
- Recommended Stage
- Stage 1
Overall, the base module is a good upgrade at a relatively low cost compared to higher rarity operators. Stages 2 and 3 are not recommended as despite not having diminishing returns, the damage boost and niche extension aren't significant enough to warrant the upgrades.
This is mainly for Firewatch’s S2 in order to help clear out a more tanky crowd of enemies. An obvious example of this is Warfarin, with the highest additive ATK buff in the game. Combine this with the ATK multiplier from both S2 and Firewatch’s talent, if applicable, and the resulting damage can reach ludicrous amounts.
Another synergy that works mainly for Firewatch’s S2 due to its rather high SP cost. SP batteries like Liskarm can help her charge her S2 much faster. Unfortunately, SP on kill talents don’t work well with her S2 kills as she is still under SP lockout when the bombs drop. Warfarin and Saga are only able to effectively provide SP to Firewatch with off-skill kills.
Shamare can use her cursed doll to selectively debuff the DEF of enemies, making Firewatch more likely to prioritize them. The DEF debuff will also help Firewatch break through the enemy’s armor and is generally used as part of a buff army squad which works very well with her.
Gladiia has the ability to group up enemies in one spot with her S3, which can help Firewatch’s S2. Do note that if all enemies are on a single tile, only one nuke will be dropped in that location, with others being dropped randomly. To easily overlap explosions from Firewatch’s bombs make sure that enemies are spread out a bit before activating her skill.