Introduction
- Regular Attack
- Arts Damage
- Position
- Ranged
Indigo is a Mystic Caster with the ability to bind targets with her attacks. She has the high ATK and slow attack speed that is indicative of her branch, but has more utility due to her talent. Additional charges, rather than helping her burst better, serve to increase her chances of binding the enemy, as her stocked attacks can also proc it. Thus Indigo ends up being more of a utility choice rather than an offensive one. She is mostly a fun operator to play around with rather than a powerful damage dealer.
Operator Stats
- Health
- 1435
- Attack Power
- 1216
- Defense
- 117
- Attack Speed
- 3 sec
- Arts Resistance
- 20%
- Block
- 1
- Redeploy Time
- 70 sec
- DP Cost
- 23
- Range
Y1 Y2 Y3 Y4 X1 empty cell active cell active cell active cell X2 operator cell active cell active cell active cell X3 empty cell active cell active cell active cell
Indigo has the usual high ATK stat and slow attack speed of the branch, and the rest isn’t anything remarkable.
Strengths
- Can provide decent bind utility, especially with skill
- High ATK stat allows for high total damage dealt at once when an enemy comes into range with built charges
Weaknesses
- Very slow attacks mean binds are unreliable without her skill if not building charges
- Cycling on S2 is not the best for its impact, limiting her bind potential
Talents
Gentle Binding Gaze
When attacking, has a 18% chance to Bind the target for 4 seconds. Will not target Bound enemies
This talent is what makes Indigo unique, giving her the ability to bind enemies on each attack. The bind duration is fairly long, helping her build charges. This talent however doesn’t serve its purpose to allow for her to build charges if there is more than one enemy in range.
Skills
Lighthouse Guardian
Per Second RecoveryManual Trigger- Initial SP
- 5
- SP Cost
- 15
- Duration
- 4 sec
Attack range changes, attack interval is significantly reduced , and each attack deals 50% ATK as Arts damage
Y1 | Y2 | Y3 | Y4 | Y5 | |
---|---|---|---|---|---|
X1 | operator cell | active cell | active cell | active cell | active cell |
This skill’s main purpose is to allow Indigo to quickly build multiple charges with a fast skill rotation. It can also be used to snipe very far away enemies with multiple charged shots. Charge building will be affected by the interval reduction and thus allow Indigo to easily get to max charges within the short 4 second duration. The limited range can also make it harder for her to target enemies, ensuring charges are built and then once the skill is over, immediately shot at a nearby enemy. Do keep in mind the reduced damage will affect the charges and not just the main attacks, limiting the potential for long-range high damage sniping with this skill.
One thing to keep in mind in practice is that it can be used against an approaching enemy to easily keep them still for a couple of seconds. The massive interval reduction makes charges build extremely quickly. She can bind an enemy far away, have the skill end with maximum charges, and once they’re within range they will likely be bound again with the 4 hits she gets off when maxed. However this is still very RNG reliant, as the bind is only a chance, which is worth keeping in mind when using it.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The skill gains improvements to its damage and SP, however, for Indigo especially, the damage isn’t something to care about much. While the improved cycle is nice, it’s good enough at SL7 and isn’t really worth the cost of masteries.
Labyrinth of Light
Per Second RecoveryManual Trigger- Initial SP
- 20
- SP Cost
- 40
- Duration
- 20 sec
Attack Interval reduces and the activation rate of this unit's Talent increases to 3.0 times. Bound enemies within Attack Range receive Arts damage equal to 20% of Indigo's ATK every 0.5 seconds
This skill helps make Indigo much easier to use for her binding utility against multiple targets. Greatly increased chance to bind and the reduced attack interval are the key to that. It also helps her deal some damage even against bound enemies, because they will take small ticks of damage while bound, so her being unable to attack them is not that big of a deal anymore. The damage ticks work on enemies bound by anything, as long as they are in Indigo’s range. This means that if you bind an enemy using another operator you will still benefit from the damage every half second.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
General improvements that again, while not bad, are mostly unnecessary and just not worth the mastery cost. The skill does its job decently enough at SL7 and there are other combinations for bind and damage that are much more reliable and powerful.
Modules
- Attack Power
- +70
- Attack Speed
- +4
Staff Maintenance Kit
MSC-X
The first stage of the module isn’t too beneficial for Indigo, as due to how her kit works, there will be few situations where she actually gets to store a 4th charge. The module upgrades are straightforward and improve Indigo's strongest aspect—her bind. The stat upgrades are good, but not enough to warrant upgrading just for them.
- Recommended Stage
- None
- Priority
- --
This module isn’t recommended for most players. Stages 2 and 3 can greatly improve her bind capability with S2, but most players will be satisfied with just S2M2 and no module due to scarcity of upgrade materials. That being said, if you like using Indigo or find her kit fun, the module can be considered a small luxury upgrade due to its rather low cost.
Synergy
Magallan & Ethan
These two are reliable options for AOE binding with good coverage. Making them easy to utilise if you want to make use of Indigo’s S2 damage against hordes of enemies. Indigo is a single target operator, so having an AOE bind option helps her make use of that skill much better against a large group and can really improve the damage aspect of that skill. It’s still a mostly “for fun” combo rather than the most effective one, but if you want to get a lot more out of Indigo it’s one of the ways to go about it.