Pinecone is a Spreadshooter Sniper capable of strong burst and sustained AOE damage output for little investment. She’s able to compete with most of her higher-rarity peers within the branch in damage output while being comfortable to use and optimize. She is most well known for her S1, which allows for easy on-demand bursts of damage.
- Attack Power
- Attack Speed
- 2.3 sec
- Arts Resistance
- Redeploy Time
- 70 sec
- DP Cost
Y1 Y2 Y3 X1 empty cell active cell active cell X2 operator cell active cell active cell X3 empty cell active cell active cell
- Good consistent AoE damage for comparatively little investment
- Easy to use and optimize to great effectiveness throughout progression
- High damage per hit and DEF ignore on S1 makes her an effective option for anything that isn’t very heavily armored
- SP talent is temporary; her performance permanently decreases after it wears off. For S2, it doesn’t shorten the wind-up time enough.
- Effectiveness greatly depends on the trait multiplier, imposing a soft range limit.
Portable Energy Source
Improves own SP recovery rate by +0.45/second for 60 seconds after deployment
It’s a significant increase for her skills right on deployment and the 60-second duration is pretty long. For S1, it’s effectively 4 extra charges spread over the duration, and for S2 it just shortens the wind-up time for max ATK.
RMA SpikesPer Second RecoveryManual Trigger
- Initial SP
- SP Cost
- 0 sec
Immediately launches an attack that deals 200% damage, ignoring 250 of the target's DEF
Can store 3 charges
This skill comes with a good amount of charges, letting you make good use of downtime and allowing you to pick and choose how many to use on a particular target to prevent wastage. Keep in mind a significant chunk of its damage comes from the trait multiplier and how it stacks multiplicatively with the skill’s own multiplier, so treat that as a sort of soft range cap.
- Recommended Rank
The multiplier and DEF-ignore gains help combat more armored enemies, but outside of that, it’s nothing special. The additional SP reduction can be nice if you use her a lot, but overall Pinecone is very cost-effective due to how well she performs before even E2. Further upgrading her with E2 and masteries is mainly if you aim to use her as a low-rarity option consistently.
Electrical OverchargePer Second RecoveryAuto Trigger
- Initial SP
- SP Cost
- 20 sec
ATK +60%, Attack range decreases; Gains an additional +20% ATK each time this skill is used (Up to a max of 60%)
|X1||empty cell||active cell|
|X2||operator cell||active cell|
|X3||empty cell||active cell|
This skill’s performance during uptime is actually better than S1. The loss of control isn’t as big of an issue as with some other operators due to the decently high uptime and acceptable cycle. The range reduction just enforces the soft range cap from her trait which S1 needs to abide by to stay competitive anyway. The real issue that prevents it from being recommended more is the ramp-up time: Pinecone requires 160 seconds to get the full ATK buff (without outside help); without it, the skill isn’t significantly better than S1, or at least not enough to warrant investment in both of them or giving up S1’s control.
It shines in long maps, like Annihilation, where you have a position in mind and can leave her to do her thing even against heavier enemies, but it’s definitely secondary to S1 when considering general content.
- Recommended Rank
Mastery of this skill indirectly addresses the long wind-up time with the +20% modifier increase. This makes it one activation faster, and comparable to S1M3 in damage right off the bat instead of playing catch-up. That said, the skill doesn’t lose too much efficacy without it. This is especially true when you consider its best use case is longer missions where the difference in damage at max won’t be as big of a deal since it’d beat out S1 enough to matter anyway.
A fairly straightforward synergy. The additional SP regen from just having Ptilopsis deployed stacks additively, adding another two charges to S1 at mastery 3 over the talent duration (and continuing to benefit her after it wears off) and cutting 34 seconds from S2’s modifier wind-up time.