Introduction
- Regular Attack
- Physical Damage
- Position
- Melee
Projekt Red is an Executor Specialist with an offensive focus, capable of bringing either an assassination tool with evasion or a mix of damage and utility in the form of AoE stun crowd control. The latter is what helps her stand out even if you don’t value her as an assassin, but it does mean she struggles to compete for a place in rosters that doesn’t benefit much from the utility.
Operator Stats
- Health
- 1505
- Attack Power
- 605
- Defense
- 302
- Attack Speed
- 0.93 sec
- Arts Resistance
- 0%
- Block
- 1
- Redeploy Time
- 18 sec
- DP Cost
- 9
- Range
Y1 Y2 X1 operator cell active cell
Her stats are fairly average when compared with the other executioners, although her potentials and trust spec her primarily into ATK.
Strengths
- High minimum damage threshold thanks to talent gives good returns over multiple deployments
- Stun ends up on low cooldown and applies to all enemies in range
Weaknesses
- Low damage given opportunity cost of using slot
- High recurring DP costs from frequent redeployment
- S1 evasion chance isn’t enough to reliably offset innately low survivability
Talents
Chill
Deals at least 30% of ATK damage every attack
A good talent to have, as it somewhat makes up for the low ATK values and modifiers inherent to the branch. This means they hit minimum damage versus upper-mid DEF enemies, so her talent allows her to bypass that disadvantage. Ultimately it doesn’t define her role so much as assure a decent floor for her performance.
Skills
Execution Mode
Passive- Initial SP
- 0
- SP Cost
- 0
- Duration
- 10 sec
After deployment, ATK +80%, and gain 50% Physical and Arts Dodge
This skill has a relatively big ATK modifier for the branch, though this only serves to give her better scaling with defense in comparison to the others. Its main downside is that she can’t reliably fight dangerous enemies, due to her survival depending on the skill's modest evasion chance. While theoretically it has good damage output, in practice, it heavily depends on which way her evasion swings. If you're unlucky, she will just die, having done little of note.
The utility it brings, a panic stall against a single target, is similar – it ranges from 10 seconds to practically nothing depending on if the evasion procs or not. Ultimately this relegates it to being a backup source of damage in scenarios where someone else is being targeted by the enemy, although it does this well.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The ATK modifier gains are fairly minimal and already have a good value at skill level 7, and the 10% increase in dodge at M3 isn’t worth the material investment needed to get there.
Wolfpack
Passive- Initial SP
- 0
- SP Cost
- 0
- Duration
- 0 sec
After deployment, immediately deals 250% ATK as Physical damage to all nearby enemies and Stuns them for 3 seconds
Y1 | Y2 | Y3 | |
---|---|---|---|
X1 | empty cell | active cell | empty cell |
X2 | active cell | operator cell | active cell |
X3 | empty cell | active cell | empty cell |
While the initial hit packs little punch on its own, what this skill really brings is an on-demand stun to all enemies in a small area. The main reason you might want to use this skill is to interrupt attacks, to stop units for a few more seconds (giving more time for everyone in range to deal damage), or to extend the duration of stun-related talents where applicable. To that end, it’s a fairly simple utility skill and has a similar stun duration to others like it.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The damage increase is irrelevant, since her attack is already so low and the multiplier doesn’t change that much, so overall the only reason to do this is for the extra stun duration. It’s hard to justify the investment required for mastery just to get an extra second of stun for the skill, especially since odds are it’s being used as just an extension anyway.
Modules
- Attack Power
- +74
- Attack Speed
- +4
Mystery Prop Pack
EXE-Y
The bonus ATK, ASPD and additional trait add up to a nice boost for the role of an assassin. The talent upgrades are mostly there to help her S1 since S2’s multiplier is enough to break through most enemies’ armor. Sadly, it still remains true that Red’s main use for many is the instant burst and stun from S2, rather than continued damage from S1. The upgrades are most beneficial only against enemies with high DEF, which Red usually won’t be used against even with her S1.
- Recommended Stage
- Stage 1
- Priority
- Low
The module by itself isn’t bad, especially for an Executor Specialist focused on damage. It brings her to a comparable spot in damage output to Phantom (Not counting his clone). However, Red gains nothing much if used for her S2, which is used for most stages and even in many specialized clears. Upgrades are not recommended as the talent will come into play only against highly armored enemies, which she doesn’t fare too well against. Though in certain scenarios against enemies with low HP but high DEF, the first upgrade can prove to be an effective boost. It’s still a niche scenario, making it not worthwhile for many to use the scarce upgrade materials on.
Synergy
Ash
The 2 seconds afforded by Red’s S2 stun at SL7 are already a +50% increase to the duration of Ash’s stun grenade, allowing Ash to deal many more hits with the buff applied. Keeping Red in reserve and deploying her as necessary will result in a large increase to Ash’s total damage output if timed properly, and she’ll be back up a fair bit before the next skill activation.