Introduction
- Regular Attack
- Arts Damage
- Position
- Melee
Mousse is an Arts Fighter Guard with consistent Arts damage and a debuff utility for a low investment cost. Described in one word, she’s simple. While dealing mediocre damage, she retains value even for a developed roster due to her utility.
Operator Stats
- Health
- 2345
- Attack Power
- 679
- Defense
- 392
- Attack Speed
- 1.27 sec
- Arts Resistance
- 15%
- Block
- 1
- Redeploy Time
- 70 sec
- DP Cost
- 20
- Range
Y1 Y2 X1 operator cell active cell
Strengths
- Close to permanent ATK debuff on S1
- Simple kit makes her intuitive to use
Weaknesses
- Lacks ways to significantly improve performance
Talents
Combo
Has a 20% chance to attack twice in a row when attacking
A very simple talent that brings up her damage with an occasional extra hit, but doesn’t really allow anything novel.
Skills
Scratch
Offensive RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 4
- Duration
- 0 sec
ATK +75% for the next hit; The target's ATK -40% for 5 seconds
Provides decent damage from the moment she’s deployed and makes dealing with harder-hitting enemies easier from a melee position. A rare example of an auto-attack skill with an additive modifier. Works well both with her acting as the blocker, and to help another operator tank more easily. While not a very damage-focused skill, it provides a rare and beneficial debuff, making it very useful in some scenarios.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Low
The damage increase is negligible. The main reasons to do mastery are the SP reduction, increasing debuff uptime, and the big difference in the debuff’s potency for targets that’d otherwise oneshot your units. If you’re not interested in debuffing enemy ATK or already have other options developed, you won’t lose much by not mastering this skill.
Fury
Per Second RecoveryManual Trigger- Initial SP
- 45
- SP Cost
- 80
- Duration
- 40 sec
ATK and DEF +75%
This skill provides a long period of higher DPS and increased DEF to handle an important wave. The long cycle and cooldown mean it’s only something you can use a few times per stage. The damage itself, while higher than her S1, still isn’t really competitive in the grand scheme of things, so you’d use it where you need every hit to count and higher DEF means more than the ATK debuff.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
While a nice fallback option in a pinch, situations where it’d be used are better covered by other operators. That said, mastery improvements are linear, so you can stop at any point you feel is appropriate for your uses.