Introduction
- Regular Attack
- Physical Damage
- Position
- Melee
Pallas is an Instructor Guard that stands out due to her uncharacteristically good DPS potential for the branch. Her kit is very self-oriented, as her actual buffing and support capabilities are rather limited. She brings a variety of ways to achieve the damage dealing role, either fully focusing on it or trading some output for additional effects.
Operator Stats
- Health
- 2263
- Attack Power
- 737
- Defense
- 455
- Attack Speed
- 1.07 sec
- Arts Resistance
- 0%
- Block
- 2
- Redeploy Time
- 70 sec
- DP Cost
- 17
- Range
Y1 Y2 Y3 X1 operator cell active cell active cell
She has the highest HP and ATK out of all Instructor Guards. The higher HP combined with decent DEF makes it easier to stay above her ATK buff HP threshold.
Strengths
- Can provide competitive, consistent DPS with S1, or more active focused output with S2 and S3
- Good in tandem with other melee operators for her healing talent and enable her trait
- Multiplier from trait allows for better scalability with buffs
Weaknesses
- Vigor ATK buff is difficult to keep active against constant pressure
- Her passive buffing capability is the most limited within the branch
- DPS is greatly hampered when trait is not active
- Requires investment for module to become a more competitive option
Talents
Birth of a Hero
When deployed, all 'Minoan' Operators gain Vigor effect of +25% ATK when HP is above 80%
This talent is quite simple. It’s just some bonus ATK for Minos operators who are above 80% HP. This talent also applies to Pallas herself, further improving her ATK to get more out of her trait. It allows her to have nice damage output without skills. Its weaknesses are the HP threshold limitation and how there are few Minos operators that can benefit from it.
Goddess' Inspiration
Every hit against an enemy restores 40 HP to Pallas and the allied Operator in the tile ahead
A decent talent for herself, enabling for some small sustainability as long as she is able to attack. It encourages her usage together with other melee operators, as she will heal whoever is in front of her with each hit too. This way she lends herself to being a good secondary DPS operator behind someone else meant to hold off tougher lanes where either one alone could struggle.
Skills
Strikes of Victory
Offensive RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 2
- Duration
- 0 sec
The next attack deals 175% of ATK as Physical damage and attacks twice consecutively
A simple attack recovery skill akin to many other guards. Its low SP cost combined with her fast attacks make it very consistent. Low-to-mid DEF enemies are easily dealt with even without her trait. It can also deal good damage against higher armored enemies as long as the trait is active. The skill scales multiplicatively with her trait which, combined with its double hit, allows it to scale very well with buffs. The multiple hits will also proc her healing talent independently.
This is her strongest skill for a purely DPS-oriented role thanks to its great consistency, and is competitive against even some of the best guards. Its weaknesses lie with the trait and talent being needed to remain competitive, while also not offering much more besides just damage.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Medium
Mastery 3 is the level with the most impact due to the SP cost reduction. This makes it much more consistent and greatly increases its average DPS. The skill also gets a good increase to its multiplier throughout, which ends up better in practice than the numbers might suggest when combined with her trait.
Whip of Conviction
Per Second RecoveryManual Trigger- Initial SP
- 10
- SP Cost
- 25
- Duration
- 25 sec
Attack Range +1 tile, ATK +80% and every attack has 85% chance to Stun the target for 0.2 seconds
This skill trades the damage capabilities of her other skills for the stun and additional range. This skill has decent damage, chance for stun, and a good cycle. However, its stun duration is very low which limits its usage to animation canceling. Her attack speed is fast enough to make it somewhat consistent, but being chance based means that in scenarios where timing is tight it will end up worse than the more reliable competition. This skill thus ends up being her worst, with its utility being too undesirable to make up for its loss against her other skills.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
While the masteries do improve on most aspects of what the skill aims to do, when those aspects aren’t very worthwhile in the first place it ends up being a poor investment. Ultimately, the reliance on RNG for the stun means that even in situations where it might be desirable, the competition having guaranteed manual control makes them better.
Blessing of Heroism
Per Second RecoveryManual Trigger- Initial SP
- 35
- SP Cost
- 50
- Duration
- 30 sec
ATK +100% and attacks two additional targets. If there is an allied Melee Operator in the tile ahead, grant them the following effects: Gain Vigor effect of +50% ATK when HP is above 80%, DEF +35%, Block +1 (If there are no Operators or they are not Melee, grant the effect to self instead)
A more burst focused damage option when you don’t care about S1’s high consistent damage. This skill can potentially have a much higher output thanks to its multi-target capability. Every hit on a different target will proc her second talent, allowing for good sustainability for herself and the ally in front. The buffs are very nice for melee tile operators in front of her - however, the ATK buff is still under the limitations of the Vigor HP threshold to be active. Keep in mind that that only applies to the ATK buff; the DEF and Block Count buffs are active at all times regardless of HP.
The buff is given to Pallas herself if there is no valid operator in front of her. However in practice this only means if there is no operator in front of her; if the operator in front of her is below 80% HP for Vigor it won’t move the ATK effect to Pallas instead until they get healed. Only when they are gone can any of the effects move to Pallas. You likely won’t want this to happen, though, since only the highest effect of Vigor will work and Pallas should have a +25% effect on herself from her first talent anyway. This means that a +50% ATK Vigor buff is effectively only +25% when applied to Pallas.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Low
The skill is nice, but the masteries are not very impactful for its role. It’s her main buffing skill, but going all the way to M3 only improves the ATK and DEF buffs by +10%, with most of the upgrades going to her own self ATK buff and a small initial SP boost. If you only want to use her for the ally buff, then the benefits are minimal and aren’t worth going for. The damage boost overall for herself is good, so it can be worth it if you prefer this skill over S1 thanks to it also buffing the ally in front. If that’s not the case, then simply going for pure damage with S1 is the better option.
Modules
- Attack Power
- +83
- Health
- +210
'Ούρος'
INS-X
The main allure of this module is its trait buff, as it helps improve Pallas’ main role as a sub-DPS. The bonus stats of ATK and HP reinforce this role and help Pallas keep up her Vigor buff. The stage 2 and 3 upgrades improve the Vigor buff by lowering its threshold and increasing the ATK buff itself. This talent will still mostly apply to only Pallas herself, and should primarily be considered in regards to improving Pallas’ damage dealing role.
- Recommended Stage
- Stage 1
- Priority
- Low
This module’s stage 1 has a significant effect on Pallas’ usability as a DPS operator. Stage 2 may be considered for the HP threshold improvement, as it makes it much easier to keep the Vigor buff active alongside a small improvement to the buff itself. The stage 3 upgrade is just a small boost to damage, which can be mostly ignored. Since you want Pallas to maintain her trait multiplier active, it shouldn’t be too difficult with proper placement to keep her above 80% HP, rendering the upgrade non-essential for most situations. Pallas’ kit is already fairly self-contained without too much focus on buffing others, but her damage was still more lacking compared to proper DPS guards, rectified by the module. It doesn’t enable a different usage for her, but greatly enhances her usability for those who enjoy her.
- Attack Power
- +60
- Attack Speed
- +5
'Light of Heria'
INS-Y
This module improves Pallas’ capability as a support, enabling more placements and improved healing. These additional placements allow for better situational use of both her S3 buffing and talent healing for allies in front. For herself, it puts her out of harm’s way to keep Vigor active while also making sure the trait multiplier is always active. In the cases Pallas is on a melee tile, the stage 2 upgrade allows for improved survivability with better healing, especially as the standard effect and bonus Minos healing apply to herself on every hit. Stage 3 improves both the standard and bonus effect, which allows for better sustainability for Pallas and her allies.
- Recommended Stage
- Stage 1+
- Priority
- Medium
The main reason to take module Y over the X one is to take advantage of the new trait for Pallas, whether for a DPS or buffing role. It makes Pallas much more versatile to use, as it is an improvement over Module X in everything except damage ceiling. Ranged tile placement makes both her Vigor buff and trait easy to keep up. If you still prefer using a melee tile and see her taking too much damage to keep up the Vigor buff, consider her Stage 2 upgrade for improved healing. It makes it easier for Pallas to stay alive and keep the Vigor buff active, including for allies buffed by her S3. These strengths outweigh the potential damage loss from not using Module X, making it a worthwhile option for Pallas.
Synergy
Skadi the Corrupting Heart
Skadi provides practically everything that Pallas would want to improve. The constant regen combined with additional DEF helps with survivability and staying above the Vigor HP threshold for Pallas and whoever else she may be buffing. The additional ATK is great, too, as she benefits greatly from buffs due to her trait multiplier and either multi-hit or multi-target capability granted by her skills.
Reaper and Centurion Guards
Pallas is an easy and fairly consistent option to buff Block Count, which helps these guards greatly, because their kits scale off of block count.
For Reaper Guards, while Pallas herself cannot heal them with her second talent, the block count buff helps with their self-healing. They attack all enemies hit, but only heal per target up until their block count. That additional heal can help Reapers sustain themselves much better against multiple tougher enemies.
For Centurion Guards, they can attack enemies up to their block count. An additional block helps them have a bigger damage output ceiling which can be potentially good when going against many stronger enemies that may take a while to kill, so weaker enemies can’t just sneak by while the elites tank the hits.
Both of those branches will also benefit well from the additional DEF; it helps them survive tanking an additional enemy. Their innate survivability also makes it easy to keep the Vigor ATK buff active.