Introduction
- Regular Attack
- Physical Damage
- Position
- Melee
Mizuki is an Ambusher Specialist capable of both physical and arts damage output and crowd control. He boasts the best damage output within the branch, but at the cost of his crowd control having severe limitations compared to others in the branch. Despite this, he can work well together with other Ambushers by covering for their lackluster damage output while they cover Mizuki’s own limitations.
50% chance to dodge Physical and Arts attacks and is less likely to be targeted by enemies
Operator Stats
- Health
- 1758
- Attack Power
- 975
- Defense
- 356
- Attack Speed
- 3.5 sec
- Arts Resistance
- 30%
- Block
- 0
- Redeploy Time
- 70 sec
- DP Cost
- 21
- 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
While Mizuki’s base stats are as expected of the branch, he stands out due to his trust bonus being entirely ATK.
Strengths
- Best damage output within the branch
- No target limit with attacks allows for good damage output against large waves of enemies
- Goes well with others within branch for stalling strategies
- Binding capability is very consistent against 2 enemies
Weaknesses
- Damage output is poor when skill is not active
- Talent targeting is finicky in practice
- Crowd control is dependent on talent, making it limited in target count
- Mixed damage output can suffer against tougher enemies with higher DEF and RES
Talents
Traumatic Hysteria
Attacks deal an additional 50% of ATK as Arts damage to the target with the lowest HP
This talent is the foundation of Mizuki’s kit. All of his skills revolve around improving the damage both from his attacks and his talent, which means he relies on hybrid damage for his output. Mizuki’s crowd control is also tied to the target count of this talent - while this is improved in skills, it’s a hefty limiting factor.
The reason this talent’s targeting is finicky is the fact it targets the enemy with the lowest numerical HP value, not the lowest HP percentage. This means that Mizuki won’t target some injured enemies with this talent if it means another enemy, even at full HP, still has less total HP than them. It’s something that can take some getting used to, and it’s also potentially annoying when trying to focus on injured dangerous enemies.
Countertransference
When there are enemies with less than 50% HP within Attack Range, ATK +10%
Considering the branch’s fairly high base ATK, the small boost is nice, but nothing game-changing. It has decent synergy with his first talent, as that talent targets the lowest HP enemies in range, meaning this talent is active more often.
Skills
Awaken
Per Second RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 7
- Duration
- 0 sec
The next attack deals 300% of ATK as Physical damage and increases the damage multiplier of Mizuki's first Talent to 3.0 times
Can store 3 charge(s)
The only skill in his kit that has no utility to speak of. It does scale fairly well even against mixed defenses thanks to its multipliers on both the main hit and talent. However, its damage advantage is small at best, and thus not worth using over other skills that can at least provide some utility. You can use this skill if you mostly just want a simple, lazy option for consistent AOE ground DPS.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
While the improvements to both multipliers are indeed good, it is still not recommended overall. It depends on whether or not you want a lazy damage option; if not, you’re better off saving your resources.
Prisoner's Dilemma
Per Second RecoveryManual Trigger- Initial SP
- 10
- SP Cost
- 15
- Duration
- 21 sec
Attack Interval reduces greatly, ATK +30%. Mizuki's first Talent targets 1 additional enemy and inflicts Bind for 1.3 seconds
A good mix of crowd control and damage output. Its high uptime and quick cycling also make it intuitive to use. The attack interval reduction is nice combined with the bind, as a major weakness of the branch for damage has always been their slow attacks. The reduced interval makes it much more bearable, while the bind on each attack keeps enemies within attack range. Its limited bind target count makes it significantly less effective against large groups of enemies, or simply when you need to target specific enemies within a group. It still remains effective in clearing out weaker groups if you don’t need to control them, or smaller groups that are frequently encountered.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Low-Medium
If you are a fan of Mizuki, this skill’s masteries have a good impact on his power. The further reduced interval and increased bind duration at M3 makes for a noticeable crowd control upgrade, and the SP improvements makes a huge difference in helidrop capability dropping it from a 14 second wait to 5 seconds. More duration on top of the ATK buff doesn't matter too much, but is a nice cherry on top that helps this skill’s mastery recommendation.
Moon in the Water
Per Second RecoveryManual Trigger- Initial SP
- 30
- SP Cost
- 60
- Duration
- 30 sec
Attack Range expands, ATK +150%. Mizuki's first Talent targets 2 additional enemies and inflicts Stun for 1 seconds; When attacks hit less than 3 enemies, Mizuki loses 12% Max HP
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 | active cell | operator 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 |
This skill trades consistency and crowd control for much higher damage output. The high ATK boost and larger Talent 1 target count help it scale better than the other skills as more targets are in range (which is usually the case, thanks to the large attack range increase). However, it still suffers from slow attacks, which cause its crowd control potential to suffer due to the stun duration being rather low. A poor crowd control option on its own, but strong when combined with others. The skill does have a major weakness - its rather large SP cost. The total cost is small enough to realistically be used more than once in most missions, but is high enough that relying on it as a main damage source is a poor decision for levels with constant pressure. In addition, it has poor initial SP, making helidropping impractical.
The Max HP loss can be mostly ignored, and is only an issue if Mizuki is under constant pressure while the skill is active, can’t target enough enemies consistently despite the large range, and doesn't have a medic healing him. Simply having a medic passively healing him makes it a non-issue.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Low
The masteries improve its ATK by a good amount and helps with its SP cost and HP loss weakness, but the latter is ultimately not very impactful. It still has poor helidrop capability, as even at M3, Mizuki needs to charge 30 SP to use the skill, while the crowd control capabilities remain poor due to both target count and stun duration receiving no improvement. It’s not the worst of masteries and can still be used as a damage option with its large AOE, but masteries aren't impactful enough to have a high priority.
Modules
- Attack Power
- +90
- Health
- +220
Entreaty of the Herald
AMB-X
Synergy
Crowd-Control Ambushers
Mizuki does not have the impact of other more CC-focused ambushers, and his more limited CC can be remedied by bringing one of them together with him. Overlapping their ranges can allow you to easily bundle up enemies, allowing your damage dealers to clean them up. Mizuki’s damage output is decent enough to deal with most regular enemies or, thanks to his targeting priority, low-HP threats that you don’t want getting close.