Arknights’ SS story collection this time revolves around Latalan’s Saint Undertaker, so he is the only one among the six stars in the active card pool that is new. Many players don’t know the strength of his skills. The following is Let’s take a look at the passive introduction of Arknights Covenant Undertaker’s skills.
Arknights has officially released information about the new six-star operators that are about to be implemented this time. This time, the new six-star operators have successfully achieved differentiation, switching from the sniper profession to the mourner of the guards. This time, the funeral brother Alienation does mean a lot. It is special in various senses. For example, it has post-damage, and its skills are all ammunition mechanisms.
Regarding the change of appearance and appearance of the Undertaker, the doctor's immediate feeling was: surprise. The Undertaker consoled the doctor about this, saying it was just a small change. If the doctor really cared, he could have changed back to his previous clothes before entering Rhode Island. That was fine. Even if he became a guard reaper, he would still wear the same clothes. The Undertaker's husband fights with two guns. But now it seems that the mourner has been called a saint.
The characteristic is the sickle among the guards, that is, the reaper. It cannot be healed by characters with room or attacked by groups. Every time it attacks an enemy, it will return 50 points of blood. The maximum effective number = the number blocked.
The first talent is to have a certain probability to attack once more when attacking. Every time 1 ammo is consumed during the skill, this probability will increase. The probability will be reset when the skill ends.
There is no warm-up skill among the three skills. They are all skills directly linked to the amount of ammunition. They all have the same effect: the attack contains a certain amount of ammunition. After the attack, the skill ends. You can stop the skill at any time during the period.
When one skill is activated, the attack range is expanded, the attack power is increased, and the target's defense is ignored when attacking.
When the second skill is turned on, the attack power is increased, the defense power is increased, and the block is +1. When receiving a melee attack from the enemy, there is a certain probability to dodge the attack and replenish 1 ammunition.
When the third skill is turned on, the attack interval is increased, the attack range is expanded, and the attack power is increased. Every time 1 ammunition is consumed, the attack power is increased by a certain percentage (can be superimposed, with an upper limit). The life recovery effect of its own characteristics is improved; when the skill ends, the skill period will be increased. The target that has been attacked will cause a certain amount of physical damage.
It feels like an indescribable one. They are all skills that need to be activated manually, and there is no warm-up skill. This is a bit disappointing, but these are still secondary. The main reason is that the post-damage area is very controversial. , but it does not mean that this operator is weak. You still have to wait for the second talent effect, as well as the actual official damage multiplier value and rotation.