Kirara

Introduction

Kirara
SpecialistAmbusher
Rarity: 5 stars
Rarity: 5 stars
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.

Trait:Deals Damage to all targets within range
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
Y1Y2Y3Y4
X1active cellactive cellactive cellempty cell
X2active celloperator cellactive cellactive cell
X3active cellactive cellactive cellempty 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.

Recommended Skill

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

Kirara module

We Will Survive 3 Online

AMB-X

Health
+330
Defense
+60
AddedTrait
Movement Speed of enemies in Attack Range is reduced by 20%
UPDATEDTalent 1
Restores 2.5% HP per second. If there are no allied Operators in the surrounding 8 tiles, restores 4% HP per second instead

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Last updatedOctober 1, 2022