Introduction
- Regular Attack
- Physical Damage
- Position
- Melee
Mountain is a Fighter Guard with a high self-sustain and multi-target damage that makes him excellent at holding down a lane. He also benefits greatly from the branch’s low DP cost, allowing him to be easily deployed early in a level. It’s this combination that makes him one of the best hands-off operators in the game.
Operator Stats
- Health
- 2745
- Attack Power
- 632
- Defense
- 402
- Attack Speed
- 0.77 sec
- Arts Resistance
- 0%
- Block
- 1
- Redeploy Time
- 70 sec
- DP Cost
- 11
- Range
Y1 Y2 X1 operator cell active cell
It’s worth mentioning the balanced split between ATK and DEF from his trust gains, as it serves to better round him out compared to the other Fighters. The talent’s DEF boost combined with trust gains makes him comparable to the higher DEF guard branches such as Lords and Arts Fighters. It also serves to help combat his S2’s DEF reduction.
Strengths
- Easy to drop in and hold a lane due to the combination of low DP cost and low S2 SP cost.
- S2 has one of the highest permanent self-regens in the game.
- S3 has an extremely high physical multi-target damage output combined with good push capability
Weaknesses
- Limited range compared to other lane holders
- Lacks additional block count outside of S2
Talents
Forceful Fist
20% chance for attacks to deal 160% damage and reduce the target's ATK by 15% for 3 seconds (Does not stack)
A good boost to his regular performance on every attack, helping him crack through some higher DEF targets. The small ATK debuff to enemies helps accentuate his already stellar survivability.
Sturdy Constitution
DEF +10%; Physical Dodge +15%
An additional boost to his survivability. While the physical dodge isn’t anything to write home about, it’s enough to help from time to time.
Skills
Left Hook
Offensive RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 3
- Duration
- 0 sec
The next attack deals 230% ATK damage and hits 1 additional target
A generic auto-attack with an extra target and a solid multiplier. You won’t use it past E0 as it doesn’t offer anything special and can’t really compete with the rest of his kit
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The skill’s simply not relevant enough to recommend mastery. The SP reduction and multiplier increase are decent if you insist on using it though.
Sweeping Stance
Per Second RecoveryManual Trigger- Initial SP
- 0
- SP Cost
- 5
- Duration
- 0 sec
Can switch between the original state and the following state:
DEF -20%, Attack Range reduces, ATK +80%, Block +1, attacks all blocked enemies, and restores Max HP per second
Y1 | |
---|---|
X1 | operator cell |
A high ATK stat, fast attack speed, 2-block, infinite duration, a low SP cost, and very high HP regen come together to turn this skill into his bread and butter. It’s very potent at holding down lanes. The main threat to him with it equipped are stronger ranged enemies or enemies too dangerous to block. The DEF decrease is negligible in the grand scheme of things both because it’s not much, especially due to his second talent, and due to the intense self-healing.
Its main downside compared to his competitors is the limited range, which relegates him to shutting down only a single route of enemies within his own tile.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Medium-High
Mastery improves pretty much everything good about the skill: it’s noticeably faster to activate, has a good ATK modifier increase, and significantly ups the healing. If you lack lane holders or simply wish to expand your options, you can bump up its priority.
Earth-Shattering Smash
Per Second RecoveryManual Trigger- Initial SP
- 25
- SP Cost
- 40
- Duration
- 30 sec
Attack interval increases, ATK +100%, attacks hit 2 times, increases the activation rate of the first Talent to 75%, and each attack pushes up to 4 surrounding targets away moderately
Y1 | Y2 | Y3 | |
---|---|---|---|
X1 | empty cell | active cell | empty cell |
X2 | active cell | operator cell | active cell |
X3 | empty cell | active cell | empty cell |
Trades the extra block and healing for a stronger punch, more targets, and additional range. He can still keep up with large groups of enemies despite the slower attacks due to the medium push, which also serves the added role of interrupting heavier enemy attacks. Better used against specific high-value targets rather than for holding a lane due to the downtime. It’s a powerful alternative to S2 if you wish to use Mountain more actively with a higher damage output against elite enemies.
Skill Mastery
- Recommended Rank
- Mastery 1
- Priority
- Medium
The first mastery is a nice breakpoint due to the increased target count. The remaining masteries aren’t as much of a priority, but are good to have once you get around to them as they offer good increases to the attack modifier and talent proc chance.