Introduction
- Regular Attack
- Physical Damage
- Position
- Ranged
Kroos the Keen Glint is a welfare Marksman Sniper that successfully competes with her peers with her damage output and unique abilities for the branch, her main advantage being consistently available high ST DPS against lower DEF enemies. Kroos’ biggest weakness is her damage falloff against higher enemy DEF. Compared to other snipers of the same branch and rarity, due to lack of an ATK buff on one of her main skills.
Operator Stats
- Health
- 1520
- Attack Power
- 577
- Defense
- 176
- Attack Speed
- 1 sec
- Arts Resistance
- 0%
- Block
- 1
- Redeploy Time
- 80 sec
- DP Cost
- 15
- Range
Y1 Y2 Y3 Y4 X1 active cell active cell active cell active cell X2 operator cell active cell active cell active cell X3 active cell active cell active cell active cell
The most significant difference between her and others in the branch is that, due to Kroos being a welfare unit, at max potential, she is capped at a slightly higher redeploy time and lacks the potential ATK increase others in her branch have. Besides that, she is on the tankier end, alongside Platinum.
Strengths
- Excellent with buffs due to high number of hits
- S2 offers high ST damage vs low-to-medium DEF enemies with a good uptime
- S1 has a fast cycle and camo, which is useful against ranged enemies
Weaknesses
- Her damage falls off sharply against high DEF without external buffs due to a lack of ATK modifiers, despite crits
- S2’s damage is mostly in the latter half, requiring some ramp-up time
Talents
Bullseye
When attacking, has a 20% chance to deal 150% damage and Stun the target for 0.2 seconds
Decent proc chance and crit damage; similar to other talents like it. The additional stun is useful for keeping the target in range for a few more shots or resetting their attack animation. It can frequently help control targets due to the widespread use of multi-hits in her kit.
Skills
Traceless
Offensive RecoveryManual Trigger- Initial SP
- 10
- SP Cost
- 15
- Duration
- 15 sec
ATK +40%, attacks hit 2 times in a row and gain Camouflage
The short duration and low SP cost make the offensive SP recovery less painful by allowing for quick cycling. Manual activation means you can keep it for dangerous ranged enemies. The skill retains respectable performance into the heavier end of medium DEF. Pretty good as far as consistency-oriented skills go, with the camo utility offering something special over her other skill. However, it’s not as valuable unless you’re forced to expose your ranged units.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
Unless you value the camo utility, this skill offers less peak damage and worse buff potential, and so isn’t worth the mastery. The main gains from mastery are a few seconds of additional duration and less initial cooldown, helping her a bit when helidropping Kroos into dangerous situations.
Silencer
Per Second RecoveryManual Trigger- Initial SP
- 25
- SP Cost
- 35
- Duration
- 30 sec
Attack Interval reduces greatly and attacks hit 2 times in a row. After hitting a target 32 times, attacks hit 4 times in a row for the remainder of the skill duration
The reasonable cycle and per-second recovery mean there’s a good chance you’ll have it up between major waves. Keep in mind two things: the bulk of her damage comes in the latter half of the skill, roughly 10-13 seconds in, and that it has no modifiers attached—it relies wholly on her crits against higher armor. As such, it falls off quickly with increasing enemy DEF, but has a reasonable cycle and sets her up to shine either with DEF debuffs or external ATK buffs.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Medium
Mastery brings with it a significant improvement in uptime as well as a shorter ramp-up time and longer peak damage output. Overall, it’s an increase from 108 to 160 hits, with over half from M3 alone. Although usually not important, it’s also worth noting that M1 and M2 have a slightly longer cycle time than SL7, which can make the skill timing a few seconds off in tighter situations if you don’t upgrade it further.
Modules
- Attack Power
- +31
- Health
- +190
Truth or Dare
MAR-X
The additional crit damage and ATK stat boost are consistently strong increases to her DPS and easy enough to feel the benefits of. Additional damage against aerial units helps where her damage is best–low DEF enemies.
The first stage is the least significant, since her anti-air performance is already very good, although might be worth getting if you’d like to make up for her lack of potential stat upgrades. Subsequent stages give a healthy boost to her crit damage, making her a better buffing target as well as more broadly benefiting her performance.
- Recommended Stage
- Stage 2
- Priority
- Low
The upgrades aren’t anything revolutionary, and so aren’t pressing to get unless you already extensively use her, but are good boosts to her damage potential. Getting the first stage will provide you with most of the bonus ATK, while upgrading to the second stage will give you the bulk of the crit increase for a reasonable price.
Synergy
ATK Buffers
Like all Marksman snipers, having low base attack means that Kroos will greatly benefit from ATK buffs. This is especially true for her due to both of her skills dealing multi-hits. One notable mention is Skadi the Corrupting Heart providing a consistent buff as well as survivability bonuses. Warfarin can also be a valuable partner for Kroos, offering an +ATK% buff and providing an SP battery for killed enemies in her range.
DEF Debuffers
DEF debuffers such as Shamare and Pramanix can help Kroos deal with more heavily armored enemies similarly to ATK buffers. Due to Kroos not having much in terms of ATK buffs and her DPS relying on multi-hits, DEF debuffs on enemies can be very effective.