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OperatorArchetypeModuleQuick DescriptionMRICRec. LV.PriorityProsCons
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Arknights Module Ratings Document By DragonGJY

Currently Updated to the I PORTATORI DEI VELLUTI Overture Patch (Nov 1st 2024)

- This is an unofficial, personal take on all the available operator modules currently available on CN. This can serve as a preparation for global players to evaluate whether they want to invest in a particular module, as the material is extremely limited.
- The takes include influence of my own playstyle, meta understanding of mainly the CN community, and may be contradicting to your opinions as a viewer. Please take all evaluations with a grain of salt, and make the decision by yourself.
- You can hover over some cells to get additional notes or explanations if there is one.

- If you want to share this document to a larger community, please credit me and let me know as possible, since I don't want to get into disputes or other issues without knowing where they happened. Thank you for understanding!
- For discussions or bug reports, you can contact me on Discord @DragonGJY#0634, you are also welcomed to join my discussion server here: https://discord.gg/JuhY9fSwCk
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Lingering Echoes Patch
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AngelinaDecel BinderYSlow duration+; Passive global HP regen +B-B-LEVEL 0B-- Base effect paired with S3 Multi-target slow is effective- Base effect makes little difference to S2 due to its high ATKSPD
- People don't use her just to passively heal the whole team. Upgrading Perfumer's module might be a more economical choice
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BagpipeChargerXKill Cost +2; Returns current DP; Gives extra SP to self when deployedA-BLEVEL 1+A- Base effect is very essential for Charger's DP efficiency
- With LV3 and POT5, can drop with S2 full stack, S3 in 3 seconds
- The module would not change how strong Bagpipe already is given that Flagpipe meta is well established and quite dominant
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BlemishineGuardianY15% Damage reduction; SP +3 upon Kazimierz ops deployementBBLEVEL 1B- Base effect crucial for Blemishine as she has greater survival pressure than Saria with less self healing- Upgrade effect mainly works with Gravel, but has limited usage and relatively complicated to execute
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Ch'enSwordmasterX110% Skill damage; Faster ATK/DEF SP recovery, additional SP+ to selfSA+LEVEL 3A+- Base effect is final multiplication which is very effective for the high multipliers of Swordmasters' skills
- One of the most improved modules, hugely improves her skill cycling, along with all the popular ATK/DEF recovery skills
- No particular downsides
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DuskSplash CasterX+1 tile attack range; Increase ATK+ stacks from killingC+B-LEVEL 1C+- Same attack range of Core casters with base effect, matches best with S1 to serve as a second ignition- One of the least improved upgrades. Only +1 stack from LV2 to LV3
- Requires a lot of kills to stack full which is not very realistic
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EbenholzMystic CasterX+1 attack storage; Increase stored energy ATKBB+LEVEL 1+B+- Allows Ebenholz to deal higher burst damage to elite/boss enemies, exceling in his specialization- Still a victim of his design: once he starts picking up elite/boss targets, he no longer has means to store up attacks, making the additional store counts and store damage irrelavent from module upgrade
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EunectesDuelistXSlow SP recovery when not blocking; SP recovery + when blockingB+A-LEVEL 1+B+- Base effect is a qualitative change
- Improvements from upgrade is big, but subject to users' preference of using Eunectes in daily runs
- No particular downsides
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FartoothSharpshooterXATK+ scales with target distance; ATK+ when time- not taking damageBA-LEVEL 1+A-- Base effect essential for Fartooth to even be competitive for striking targets in a straight line- The ATKSPD from module's attribute does not make fundamental change to S3's total damage (needs at least +9 ATKSPD for an additional attack during skill uptime)
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FiammettaArtilleryYDEF ignore; ATKSPD+ when skill off, lesser ATKSPD+ when skill onBBLEVEL 1+B- Decent base effect
- Upgrade now makes talent apply to S3 as well, also improves skill cycling
- Both S2 and S3 do not fully enjoy the talent
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IreneSwordmasterYDEF ignore; ATK and ATKSPD+, effect doubles with Seaborn presentB-BLEVEL 0B-- Not recommended at the current stage of the game and her performance overall- Seaborn enemey is a limitation to her talent, making the upgrade a less worth it due to that condition
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LeeMerchantXDP -2 every 3 seconds; reduce DP cost and increase stun time when reflecting stun/freezeA-B+LEVEL 1+B+- Base effect very crucial for sustaining DP- When supported by Flagbearers or vanguards in general, DP consumption from stun reflection is not very significant with or without module
- Some of the stun/freeze came from unspecified sources which makes the stun reflect time+ irrelevant
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LingSummonerYSummons reserve+, cost-; Can deploy 4 summons at the same time; summons attributes +A+ALEVEL 2+A-- Base effect crucial especially for S3
- One more big dragon for S3 is game-changing. Yet more dominant in her solo capability
- No particular downsides
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LumenTherapistXTarget priority- and resistence to self; Resistence given duration +BB-LEVEL 1B-- Base effect allows him to deploy later due to target priority-, ensures resistence coverage when global status effect is present- Very little improvement from the upgrade
- The strength of his kit is the ability to cleanse, which is not affected by the module
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MagallanSummonerXFirst summon does not consume deploy; Invis duration+, applies to Magallan if drones are adjacent to herB+A-LEVEL 2+B- Invisibility to self allows her to dodge AOE damage and survive. Creates new advantage zone over Ling- As is with all the summoners, it is up to the users' experience with the summoners for the module to achieve its full potential
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MostimaSplash CasterYDP -8; Slow within attack range +, also applies global slowSALEVEL 3A- Control-oriented module design
- With S3 creates the strongest slow effect possible in game, can achieve 90% slow and 99% with POT5+. Can come in handy when bind or freeze are immuned (or use along with them)
- The upgrade works almost exclusively with S3, which has an absurdly big SP requirement, and has a inevitably long skill downtime where she can only work with the base slow %
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Nearl AlterDreadnoughtXATK+ on blocked enemy; DEF ignore +A-B+LEVEL 1+A-- Decent base effect that works with both S2 and S3- DEF ignore works with S2 best, but becomes irrelevant when S3 can deal true damage. The increased % may not be that impactful outside of hardcore circumstances
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NightingaleMulti-target MedicX+1 tile attack range; Increases healingB-B-LEVEL 1A-- A very crucial base effect. Gives additional RES to self, and allows her talent to cover one more tile which is good, given how strong her talent is- Upgrade provides too little improvement
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PallasInstructorXATK against unblocked enemy+; Vigor HP requirement- and ATK+BB+LEVEL 1B+- Damage-oriented module, works with S1 and S2 best- Lack of Minoan operators, especially DPS roles
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PassengerChain CasterXLess ATK- between jumps, longer slow; SP regen+ when no enemy in adjacent tilesA-A-LEVEL 1+A-- Control-oriented
- Works best with S3 to improve skill cycling, which is one of the key problem people have with Passenger
- No particular downsides
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PassengerChain CasterYNo ATK- between jumps; Deals more damage to enemy with lower HP requirement and for a longer time periodB+BLEVEL 1+B+- Damage-oriented
- Works best with S2, as the short damage boost window benefits most from fast attacks
- Skill downtime is a problem
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PhantomExecutorXReturn 80% of current DP when retreat; Clone redeployment time -BB-LEVEL 1B- Base effect can make up for low potential- Even with the minor redeployment time cut down, the clone still cannot sync smoothly with Phantom himself
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Saria GuardianXHealing+ when healing allies <50%HP; SP +2 for target healed, +3 for Rhine Lab opsAA-LEVEL 2A- Base effect makes S1 very powerful
- A SP battery with LV2 upgrade, provides AOE SP recharge and is very effective in situations like red mist environment
- No Rhine Lab operators who can benefit a lot from the SP+3 of LV3 so far
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SchwarzHeavyshooterXRedeployment time-; Provides sniper buff+ by in team instead of on fieldA-B+LEVEL 2+B+- Focuses on being a sniper class buff
- Advocates a more flexible playstyle
- Does not have big impact on Schwarz's own damage
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SkadiDreadnoughtYRecover to full HP when defeated for the first time, MAX HP- but ATKSPD+; ATK+ and MAX HP+ for Abyssal HuntersAB+LEVEL 1+B+- Sustaining battle via one-time revival effect
- A very generous faction HP buff that comes from literally nowhere
- Skadi is either too hard to kill during skill, or that enemies who can kill her first life would defeat her again very fast. In actual battle, the revival effect does not always make big difference
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SkadiDreadnoughtXATK+ on blocked enemy; Redeployment time -AA+LEVEL 3A- Fast deploy war machine, the damage carry for AH team
- Flexible helidrop that can work outside of AH team and along Nearl alter, Surtr etc.
- No particular downsides
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Specter AlterDollkeeperXATK+ for substitute; AOE Arts damage and slow+ during substitute, SP+15 upon returnA+SLEVEL 3A+- One of the most improved modules
- Doubles doll damage combined with more effective slow, crucial SP compensation upon return, works extremely well with S2
- Can function very well outside of AH team as well
- No particular downsides
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SuzuranDecel BinderXSP regen+ when enemy in attack range; ATK+ for all supporters when deployedA-BLEVEL 1A- Base effect can stack with her own skill aura. S3 (70SP) can recharge in 44s with constant enemy flow- ATK buff from upgrades not very crucial for supporters
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WArtilleryXATK+ when attacking blocked enemies; Physical weaken+ for stunned enemies in range, gain 1SP for defeating enemyBBLEVEL 2+B- The SP gain effect from upgrades can bypass SP lockout, and improves skill cycling especially against mob waves
- The upgrade effect can work with both S2 and S3, but the base effect suits S3 a bit better
- Base effect does not work with S2 well
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Dorothy's Vision Patch
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ArchettoMarksmanYATKSPD+ with ground enemy in range; +SP on deploymentBBLEVEL 1+B+- Can have full stack S2 and activate S3 immediately if the shield breaks upon landing + POT with LV3- ATK attribute given which is important for Marksman is very little compared to other 6* or even lower rarities
- The talent buffed by this module is not considered Archetto's key talent
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AshMarksmanYATKSPD+ with ground enemy in range; -DP for the first deployementC+C+LEVEL 0C+- Base effect for the ATK attribute maybe- ATKSPD from base effect is not enough for her to shoot more during S2 stun duration (needs at least +10ATKSPD)
- Very little improvement from upgrades, and only works on first deployment
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ExusiaiMarksmanXATK+ against ariel units; Angel's blessing target +1, ATK/Max HP buff+B+B+LEVEL 2+A-- High ATK attributes, combined with base effect makes her able to take down the Ursus Artillery Drones by herself- Angel's blessing is still random and most of the time not hugely essential. Yet one needs to get to LV3 for the ATK buff
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MagallanSummonerYSummons reserve+, cost-; Can deploy 4 summons at the same time; summons attributes +BBLEVEL 2+B-- Reserve for Magallan is good since she cannot recover drones once they are destroyed- The module somewhat puts her to direct competition with Ling, whose summons are more versatile
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PallasInstructorYCan deploy on high ground; Self healing+, additional healing to Minoan opsB-B-LEVEL 0B-- Support-oriented, provides Pallas with more positional choices to use S3- Still a relatively high cost for a pretty medicore buff skill
- Same as Module X, suffers the lack of Minoan ops, and the healing doesn't even apply to Vulcan
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Ideal City: Carnival in the Endless Summer Patch
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GladiiaHookmasterXDeals Arts damage proportional to distance dragged; AH HP regen+, unconditional damage reduction+SA-LEVEL 3A+- Core of AH team, provides huge survivability against all enemy
- Gives reasonable damage potential to self
- No particular downsides
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PozyomkaHeavyshooterYIgnore Physical Dodge and gains ATK+ when attacking enemy in frontal tiles; Typewriter ATK+A-A-LEVEL 1+A-- New solution to Dodge enemies
- Base effect of frontal ATK+ match with her S3 quite well
- Upgrades are mainly for her typewriter
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MizukiAmbusherXMovement speed- for enemy within range; talent +1 target and deals more % as Arts damageB+B+LEVEL 2+B+- Additional target for Arts damage is very crucial and is linked to ALL of Mizuki's skills, which does a huge impact
- S2 benefits the most with one more bind target
- S3 can now stun 4 targets
- LV2 to LV3 improvement is very minor
- Still cannot compensate for the self-damage and slow cycling S3 even with one additional stun target
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Specter AlterDollkeeperYSubstitute HP+; AH HP buff%+, additional SP regen+A+ALEVEL 3A+- AH Sp buff with very generous number
- Usually used with S3 to hold down lanes, and can also be used out of AH team as a damage tanker
- Basically gives up the damage and control aspect of her doll
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FartoothSharpshooterY+1 SP when attacked target is not killed; ATKSPD+ when time- not taking damageCCLEVEL 0C- Base effect can speed up S2's long cycling time- Designed to work with S2 which in itself has a lot of problems
- ATKSPD given is straight up the same as the attribute from module X and is very minor
- Does not give any substantial improvement to S2 other than SP+ from LV1, and the whole module contradicts the playstyle of S3
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An Obscure Wanderer Patch
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HoshigumaProtectorYBlock 4; Damage resist%+, ATK+ when resistA-A-LEVEL 1+B+- Block 4 as a countermeasure to -1 block or block 4 enemies
- 1/3 chance of damage resist, ATK+ works with S2 and S3 to boost own damage
- Very offensive-oriented, does not add to the defensive end
- Most of the time Protectors are not expected to do a lot of damage
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NianProtectorXDEF+ when blocking; Gains SP, ATK+ and DEF+ when shield breaksAALEVEL 3A-- The second highest constant DEF (only lower than module X S2 Hoshiguma) after shield breaks
- Helps her to activate skill (especially S2) faster with upgrades
- No particular downsides
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EbenholzMystic CasterYATKSPD+ when has attack stored; Additional ATK+ when target is isolated, or deals AOE damage when there are nearby targetsA-B+LEVEL 2+B- Compensated for the talent by adding an additional effect, making it an "if...else..." that can cover all circumstances
- Can now make use of the high attack nature and put it to AOE
- Store up attack charges faster
- Still does not solve the problem of being unable to store up attacks once started picking up enemies
- S2 still does not enjoy any part of the talent
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EunectesDuelistYCannot recover SP on her own when not blocking, ATK and DEF+ when blocking; Shelter%+B+B+LEVEL 1+B- Make Eunectes even stronger during S3 to conquer the hardest foes (push the extreme)
- Can also work with S1 and S2 well
- Strengthening the ability to duel, which many people may resort to other choices instead
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Mizuki and Caerula Arbor Patch
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Kal'tsitSingle-target HealerXHealing+ for units <50%HP; additional explosion when M3 at half HP, explosion stun time+, damage+A-B+LEVEL 2+A-- Additional stun can buy time for skill when helidroping M3 or during skill downtime
- Now more reliable to use M3 as a stun bomb outside of her attack range
- No particular downsides
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ShiningSingle-target HealerYHealing+ for ground units; DEF+ for units within attack range, additional DEF+ for ground unitsA-B+LEVEL 1+B- Specializes in protecting ground units
- A good choice for hands-free players using S2
- Many ranged ops can now take Aak S3 with only Module LV2+ Shining S3
- Lack of extra functionality that can increase her competitiveness with other healers
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DuskSplash CasterYDP -8; First attack summons 2 freelings, increased summons stats, summon will recover 1SP for Dusk every 1.5sA+ALEVEL 3B+- A very tailored module packed with improvements
- Almost exclusive to improving her S3 by optimizing time to initiate and time to recover skill (has the fastest SP recovery potential in the game)
- SP recovery after skill ends is dependent on tiles availability, summon micromanagements when near the end of skill, and will not always be ideal
- Still limited by the damage aspect of S3, and can be subbed by other control skills in a lot of situations
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AngelinaDecel BinderXSP regen+ when enemy in attack range; Additional ATKSPD+ for allies within rangeBBLEVEL 1B- Base effect is important for her to cut down skill downtime- Upgrade effects are again too minor to invest for
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Il Siracusano Patch
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SiegePioneerXATK and DEF+ when blocking; Additional ATK and DEF+ to selfB+B-LEVEL 0B-- Has decent stats-wise improvement with a 30%+ increase to her S2/S3 damage
- Slightly made up for her lack of survival means
- When compared to Saga and Flametail, who already has their survivability-related talent without module, it still feels underwhelming
- As the earliest Pioneer, Siege's problem is that she only has the numbers, and buffs to the numbers are not enough
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SagaPioneerYDP -4 on first deployment, HP recovery+ at critical, duration+A-B+LEVEL 1B- DP-4 is a great addition to Pioneers' competitiveness to Flagbearers- Upgrade for her survival talent is less worthy as it is designed only as a solution to extend her presence for DP generating before retreat
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FlametailPioneerYDP -4 on first deployment, ATK+ on next attack after dodging attacksAA-LEVEL 1+B+- DP-4 is a great addition to Pioneers' competitiveness to Flagbearers
- ATK+ can be significant due to being a final multiplier + her double hits and AOE mechanism
- No particular downsides
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Texas AlterExecutorYATK+ when no allies in adjacent 4 tiles; ATK+ during skill activeB+B+LEVEL 1+A-- A pure stats module with improvements mainly on LV1- Due to Texas doing mostly arts damage, the overall impact of ATK+ on her total damage will be less significant than if it were physical
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SchwarzHeavyshooterYIgnore Physical Dodge and gains ATK+ when attacking enemy in frontal tiles; Crit damage+, DEF reduction%+AALEVEL 2+B+- Emphasize on Schwarz's own damage, works with S3 best which is guaranteed to trigger the talent
- Solidifies her advantage over Pozjomka against high-DEF enemies
- Still does have a clear disadvantage on flexibility, total damage potential against lower DEF enemies compared to Pozjomka even with the module
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HoshigumaProtectorXDEF+ when blocking; Additional DEF+ for defenders and selfA-A-LEVEL 1+A-- Heavily DEF-oriented
- Has the highest constant DEF in game with LV3 S2
- No particular downsides
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What the Firelight Casts Patch
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RosaBesiegerXATK+ against heavy enemies; Additional ATK as physical damage for any damage dealtSSLEVEL 3A+- Rosa's first final multiplier
- Almost doubled damage against any Weight 3+ enemies, enormous improvement to her specialization of killing heavy enemies
- Improvements are only on Weight 3+ enemies. She has very little improvement against all other lightweight targets
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HellagurSolobladeXGain Shelter when HP <50%; ATKSPD+, HP threshold for MAX ATKSPD+AALEVEL 3A- Survival-oriented
- Higher ATKSPD, easier to achieve, which helps with Healing Per Second as well
- Can now tank more damage at critical, which buys time for his skill to come back
- Good improvement to DPS, easier to maintain full ATKSPD also ramps up total damage potential
- No actual improvement to DPH, therefore still weak against high DEF enemies
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MizukiAmbusherYHigher PHY/ARTS dodge; ATK+ when enemies below half HP is in range; Recover % of HP when defeating an enemiyB+BLEVEL 1+B- Survival-oriented, suitable when using him without any healing resources for him
- Dodge chance can work with IS#3's Dodge series relics
- In certain way compensate the self damaging S3
- Not as impactful as Module X when he can be healed
- In fact still best paired with S1 but not S3, S3 is beyond redemption at this point
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ArchettoMarksmanXATK+ against aerial units; Landon trigger interval-; further- on self when there are other sniper deployedBBLEVEL 1+B-- A quite generous ATK attribute increase with this module- The buff to Landon Tactics is disappointing and is very unimpactful
- Makes very little difference to self especially compared to the first module, which also helps with skill cycling via ATKSPD and Talent 1
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Where Vernal Wind Will Never Blow Patch
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EyjafjallaCore CasterXIgnore 10 RES; Give more ATK+ when in teamA+A-LEVEL 2+A- A very impactful base effect
- Now a very stable Caster buff at LEVEL 2, especially considering her main playstyle at this point is helidrop Eruption, where she can now buff casters between redeployments
- Despite the decent base effect, her own damage is not boosted by a lot especially against lower RES enemies
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CeobeCore CasterXIgnore 10 RES; Deal higher % of DEF as extra damage, the % can scale to a higher maximum by hitting the same targetSA+LEVEL 3A+- A very impactful base effect
- Upgrade designed for S2, can stack to max percentage in 3 seconds. Can become a very effective solution to any potential extremely high DEF enemy
- No particular downsides
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SariaGuardianY15% Damage reduction; Faster stack and more ATK/DEF per stackA-A-LEVEL 1+A- Aims to make Saria tankier, and can in most cases fill in the role as a protector
- More ATK also translate into more healing which can cover all situations compared to the <50%HP requirement from the first module
- No particular downsides
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LumenTherapistYHealing no longer reduced when healing distant targets; Instant heal on status effect do + % of ATK, and has shorter cooldownA-B+LEVEL 1+A-- With base module and S3, can be used as a very comfortable pure medic
- Due to 2nd talent being able to trigger 1st talent, the module upgrade brings more impact than the X module
- Upgrades still rather optional and doesn't make too much difference especially in stages without status effects
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Leaves Chasing Fire Patch
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WeedyPush StrokerXReturn half of current DP when deployed on ranged tile; SP gain rate+ and ATK+ when turret deployed adjacent to selfB+A-LEVEL 1+B-- Make Weedy essentially free if deployed on ranged tiles and retreated afterwards
- Can gain max 9 SP from one turret deployment, up from 6
- Can now coordinate 2 S3 attacks in one single turret deployment when aided by Ptilopsis
- Base effect is much irrelevant for daily content
- Additional ATK bonus not very impactful
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IfritBlast CasterXDamage scale with distance; % to gain additional SPB+B+LEVEL 1+B+- By expectation calculation, additional SP recovery up from 2 to 3.5
- Can give Ifrit a full stack of S2 instantly if proc'ed
- Number for damage increase from base effect is kind of mean
- Ifrit already has decent skill cycle with the original talent and RNG is not the best buff
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Kirin R YatoExecutorXReturn 80% of current DP when retreat; ATK+ during skill and 10s after skill ends, additional ATK+ during skillA-ALEVEL 1+A- Base module can partly make up for lower potential as the limited banner don't have spark
- DP return suits her better as her skill durations are extremely short and will be deployed more frequently
- ATK modifier improves her damage a lot since her skills are mostly ATK scales
- Numbers for ATK+ are still rather small
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ShiningSingle-target HealerXHealing + for units <50%HP; ATKSPD+, ATK+ w/ S2 and SP recovery+ w/ S3A-B+LEVEL 2+B- S3 is now effectively a 75SP skill. It will now take exactly the same amount of time for Shining to recharge her S3 or to retreat and redeploy her for the skill (70s redeployment and 5s for skill charge up)- S3 is still a skill with extremely long downtime, and no substantial improvement other than catching up to redeploying
- The module may have been better if the effect given to the respecitve skills are exchanged
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SiegePioneerYDP -4 on first deployment; Gain 3 SP to self and 1 to a random deployed Vanguard when enemy killed in adjacent tilesAALEVEL 3B+- Greatly improved the impact of having enemies defeated next to Siege
- Charges skills faster that leads to both higher cycle DPS and DP regen
- Now supports other Vanguards both with stats and SP
- The 1 SP given to other vanguards is random and does not bypass SP lockout of the candidate
- The module will be weak for levels with smaller enemy count but higher quality enemies
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All Quiet Under the Thunder Patch
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CarnelianPhalanx CasterXHigher DEF/RES+ off skill, maintain part of the buff during skill; MAX HP+ and HP recover+ when activating skillB+B+LEVEL 1+B- 4k+ MAX HP and full HP recovery upon skill activation
- A better chance at surviving a full circle of skill+skill recharge with minimal support / without healing
- No improvement to damage
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LinPhalanx CasterXHigher DEF/RES+ off skill, maintain part of the buff during skill; %+ to recover 2 SP when attackedA+SLEVEL 3A+- Shield talent hugely benefits from base effect
- Competely immune to physical damage <1250 which is a very standout advantage
- Now benefit significantly from being hit, faster SP recovery means higher cycle DPS and more flexible S3 management
- No actual improvement to total damage during skill
80
DorothyTrapmasterY20% chance to deploy a trap that can deal double damage; ATK+ for per trap triggeredAA+LEVEL 3A+- Crit trap now crowned the highest DPH possible in game
- Doubled ATK increase from trap triggers which makes her a pseudo-marksman(also with much higher ATK stat) who can dish out a lot of damage even just by herself
- RNG based and not very reliable if the crit damage is necessary in a run
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NianProtectorYBlock 4; All defenders MAX HP+, additional MAX HP+ and Healing received+ for each defender on fieldA-A-LEVEL 2+B+- Can reach 6k+ MAX HP
- Designed for stages with high-quantity+mid-quality enemies
- Can be a good buffer in Defenderknights
- Not remotely as dominant as the previous mod in case of defending against enemies(especially hard-hitting bosses)
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CeobeCore CasterYGain 1SP for each auto attack on Elite or boss enemy; ATK+ and ATKSPD+ when no alllies in adjacent 4 tiles on deploymentB+B+LEVEL 1B-- Best work with S1 for higher bind-control coverage against elite or bosses- Still fairly distant from achieving perma-bind
- Upgrades are not very relavant since Module X was the obviously better damage choice
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Lonetrail Patch
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GnosisHexerXAttacks inflict 10% Weaken; Fragile% +AA-LEVEL 1+B+- 64% Fragile on Frozen (+10%) which is very big- Still a harder-to-utilize Fragile than Suzuran despite having a higher stat
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RosmontisFlingerX+1 Shockwave; DEF Ignore +AALEVEL 1+A-- Extra shockwave + DEF ignore brings enourmous increase to her damage, auto attacks become more efficient
- S2 stun rate increased from 59% to 67%, viable DEF threshold to 900
- S3 ideal total damage increased from 119k to 171k, viable DEF threshold to 1100
- Still very dedicated to clearing low-mid DEF hordes due to the nature of flingers
86
Ho'olheyakCore CasterXIgnore 10 RES; ATK% + and silence time + against aerial enemiesB+BLEVEL 1+B- Important base effect and must-have for damage
- Silence time+ is important for achieving full time coverage
- ATK+ increase is conditional unlike other core-casters
87
WArtilleryYIgnore 100 DEF; Gradual ATK+ when not taking damage, time required for taunt- and dodge -A-A-LEVEL 3B+- Introduced ATK modifier for W, provides higher damage potential than the last module which can be easily triggered- The DEF ignore from base effect is not applied for S2 and S3
88
Kal'tsitSingle-target HealerYHealing +15% for ground units; Mon3tr ATKSPD+ and DEF+ when in Kal'tsit attack rangeA-B+LEVEL 3A-- Focus on Mon3tr damage
- Increases Mon3tr's survivability against physical damage
- No particular downsides
89
Hortus de escapismo Patch
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StainlessArtificerXStock device +1, device DP-; SP recovery + and scavenge %+ on destruction when device is in surrounding 8 tilesB+B+LEVEL 1+B- Can achieve 100% device recycle chance with POT5
- Mostly beneficial to S3, with him being able to operate the turrets next to him, and improve the SP cycle from 35 to 29.2
- "Surrounding 8 tiles" limit is not lifted which still rigid to work with
91
AakGeekXSP recovery + when HP >80%; Random effects from attacks stats+, has a chance to trigger all of themAALEVEL 3A-- SP recovery stackable with skill auras
- Can now more reliably stay alive on his own if he can constantly attack
- Now has a high stun/slow or CC uptime in general
- Works with S1 the best, can also work with S3
- Still highly rely on available, non-threatening targets or a healer
92
FlametailPioneerXATK and DEF+ when blocking enemy; Physical Dodge chance for Kazimierz ops+; Generate 3 DP when deploying Kazimierz opsA-A-LEVEL 1+B+- Fares better as a Faction-based choice
- Higher survivability with extra DEF and dodge
- If retreated afterwards, deploying a module LV1 Gravel will net gain 1 DP, and deploying a module LV1 Wildmane will gain 3 DP
- Gives up the benefit of -4 initial DP from Module Y
- Less damage potenital and ability to clear off early enemies by herself than Module Y
93
BlemishineGuardianXHealing+ when healing allies <50%HP; ATK+ against sleeping target, put target on the deployed tile to sleep for 8 seconds when deployingA-B+LEVEL 1+B+- Ensures a safe landing directly upon enemies, also earns a minimum of 6SP by attacking the slept enemy on landing
- Even higher HPS for S3
- S2 healing is unaffected by the base module effect
- Mostly a hardcore-content oriented module
94
SKÓGRINN SVARTR VILL EINN DRAUMR Patch
95
SaileachStandard BearerX+1 Block to unit in front during skill; ATKSPD+ for friendly and ATKSPD- for enemy in the surrounding 8 tiles of her flagB+B+LEVEL 1+A-- Base effect is a good QOL to prevent leaking when deployed with other vanguards or early units like fighters, also works very well with S2
- Despite being just +3 ATKSPD, it can enable quite a lot of operators to squeeze in an additional attack during skills, such as Mlynar S3, Fartooth S3 and many more
- Additional ATKSPD- for enemy is also a sharp tool for hardcore gameplay
- Rather expensive and less straight-forward for a support-based module
96
TyphonBesiegerXATK+ for enemies with weight 3 or above; DEF ignore+, time before effect wears off-A+A+LEVEL 3A- Very big improvement to her damage potential- No particular downsides
97
HellagurSolobladeYRecover 30%HP upon taking the first fatal damage; HP recovery+ when not blocking OR when HP is <30%B-BLEVEL 0C- Still mostly survival-oriented
- Designed to make Hellagur more durable against ranged enemies
- No additional damage buffs from revival
- When facing most enemies, the survivability provided by extra self healing doesn't feel any better than the Shelter from first module
98
PhantomExecutorYATK+ when no friendlies in adjacent 4 tiles; ATK+ when self and clone are both on field, clone attributes+BB-LEVEL 0C- Damage-oriented, mostly for S2- ATK bonus hugely diluted by the already high ATK modifier from S2
- Very little reason to invest in this damage module if one have Texas Alter/ Yato Alter
99
So Long, Adele - Home Away From Home Patch
100
BlazeCenturionXATK+ against blocked enemies; ATK+ and ATKSPD+ after more time from deploymentA+A+LEVEL 3A+- ATK increased from 1706 to 2128 during S2 towards blocked enemy, now fairs much better against enemy with high DEF (~1500)
- S2 DPS increased by 40.3%
- A very decent improvement for AFK squad
- No particular downsides