Introduction
- Regular Attack
- Physical Damage
- Position
- Melee
Kirara is an Ambusher Specialist and the only one within the branch not to provide any type of crowd control support, instead focusing entirely on self-sustain and damage. However, it’s this that ends up making her the worst within the branch, and also one of the worst operators in the game. Poor damage, high but ultimately purposeless sustain, and poor cycling lead towards her having no real place in a roster.
50% chance to dodge Physical and Arts attacks and is less likely to be targeted by enemies
Operator Stats
- Health
- 1980
- Attack Power
- 858
- Defense
- 340
- Attack Speed
- 3.5 sec
- Arts Resistance
- 30%
- Block
- 0
- Redeploy Time
- 70 sec
- DP Cost
- 20
- Range
Y1 Y2 Y3 Y4 X1 active cell active cell active cell empty cell X2 active cell operator cell active cell active cell X3 active cell active cell active cell empty cell
Her stats are average for her branch, with the main thing sticking out being her relatively high HP for the branch once trust is accounted for. It only really affects her talent, where the regeneration is based on her max HP.
Strengths
- Trait evasion and lower targeting priority help survivability in dangerous situations
- Constant HP regen helps her stay alive when alone
Weaknesses
- Damage output is incredibly low even with additional help
- Low duration and high SP cost for underwhelming performance with S2 makes her unreliable in the frontlines, where it could matter
Talents
Lonesome Protector
Restores 2% HP per second. If there are no allied Operators in the surrounding 8 tiles, restores 3.5% HP per second instead
It encourages a more lone wolf-style of placement to get higher HP regen. In situations where she is actually being hit, her dodge helps deal with the pressure and gives time for the regen to heal a decent amount of HP between hits. Simple, and does a decent enough job at what it aims to do.
Skills
Anchor Strike
Offensive RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 2
- Duration
- 0 sec
The next attack deals an additional hit equal to 150% of ATK as Arts damage
This skill is an attempt at making Kirara a mixed damage dealer, but it fails miserably at getting it to work. Offensive recovery with such a slow attack speed makes this skill unreliable (due to attack cancelling when targets leave her range) and, even under ideal circumstances, it fails to do more consistent damage than even S2 by a decent margin. The numbers are extremely poor against a single target, and even considering multiple targets the damage output scales poorly: Especially considering the fact that enemies will, in practice, have a mix of DEF and RES. Simply put, it’s a terrible skill and is not worth using at all.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
Very expensive for a skill that, ultimately, isn’t competitive even against her own S2. Mastery doesn’t address the fundamental issues stated above. Don’t waste your resources on this.
Anchor Point Snap
Per Second RecoveryManual Trigger- Initial SP
- 10
- SP Cost
- 30
- Duration
- 8 sec
The effect of this unit's Talent increases to 3 times. Deals 100% of ATK as Arts damage to enemies within Attack Range every second
This skill improves her greatest strength by increasing her talent effect, and has somewhat decent damage output during skill uptime. The set damage rate helps circumvent the branch’s poor attack speed. However, it still remains a severely underwhelming skill because of its negligible duration. A measly 8 seconds with a 30 SP cost for the damage it puts out is plain bad. It will deal too little damage and is unable to heal well against prolonged pressure due to such a short duration. It also can’t be used effectively against smaller, quick waves due to the poor cycle. It is, at the very least, better than her first skill, but that’s not saying much.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The masteries improve the damage output and talent multiplier a bit, but overall masteries do nothing to help with its downsides; the duration and SP cost. Because of that, it’s not worth caring about nor investing into at all.
Modules
- Health
- +330
- Defense
- +60
We Will Survive 3 Online
AMB-X