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#amiya guard
bunyuah · 6 months
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sargehev · 10 months
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I was gonna dump old stuff in but I guess I'll do that some other time. Have some doodles i did at work!
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Girl who can’t stop thinking about how arknights characters would play in a fighting game.
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the-descolada · 1 year
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"If this land will not permit myself to lay down my weapon, then I can only continue to fight, until the end of time itself!"
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ammyamarant · 9 months
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I can't believe I just now found out that Irene's second base skill decreases the amount of time to train an operator's skill by 50% after she's been training for 5 hours, and it doesn't matter who it is just as long as she's been there for an uninterrupted 5 hours and she and her trainee don't leave.
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mayonaka-sunshine · 2 months
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HAI BESTIE!!! how have u been i miss u...
hai bestie!!!!!!!!!! i am sleeby as fuck......... i played some arknights tho. i am at like. 6-11? or just after 6-11? i am trying to get to 8 so i can get guard amiya..............
howre u........
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docfucker69 · 2 months
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I'm normal about amiya
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minka-cola · 8 months
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good morning to FRANKA FINALLY GETS A SKIN
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superchat · 2 years
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@throwitonthepile heres what i did
Silverash is crucial for his detection. i used weedy but chen or chalter would be better tbh, actualny you can 100% skip all her phase 2 stuns if you can do single burst damage skills all at once
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man that rotating map vivianna condition
vivianna firing a grenade launcher at an incredible speed into my operators
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reflectedshine · 16 days
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❝ Our future is not built atop despair and resignations.
Arknights Main Theme Episode 13 -The Whirlpool that is Passion
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alkalische · 1 month
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so for the past 4 months i've been brainrotting about theresis on twitter priv because nobody fucking gets him as a character actually.
anyone who says that he isn't very interesting is WRONG. he's actually very fascinating but in a way that's low key and easy to write off
to start off, something that's very important to theresis's characterisation is the fact that he's implied to be apparently very adherent to sarkaz tradition. to 'not fuck around with the dead'- this can be seen in manfred's conversation with the cluster.
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it's explicitly expressed here:
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except from Ch 11:
"Just one Sarkaz, no army, no servants. He rose from his throne, laid down the authority that he had never truly cared for, and walked here."
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i LOVE the description of him here- when he appears in the story for the first time, NOBODY realises until it's too late.
His ONE goal was to PERSONALLY kill amiya and just eliminate the threat- no fanfare, no monologung, straight down to business.
He's not even particularly sneaky it's just that he's just such a regular ass dude that people just don't realise he's there
"laid down the authority he never truly cared for."
In the lore book, it's actually stated that theresis never bothered to declare himself king after the death of theresa, and made no effort in searching for the new sarkaz king.
for power isn't what he was after. his goal wasn't to be king, it was for a way to execute his plans, because the one thing he ACTUALLY cares about is the future of the sarkaz.
also:
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i love how the text explicitly says that even his sword is rather unremarkable. he got to this point with his sheer tactical acumen and his pure skill with his sword
something that's really interesting is actually how he's described as a 'sword wielding guard', and theresa a 'royal dressmaker', before theresa was king- and he's even DRESSED like a guard.
He's very specifically still dressed like a sarkaz General, (uniform + red cape, shares this with Manfred) and an utterly unremarkable one.
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the lore book also describes Theresis also being eligible to be chosen for the crown, but he willingly gave it up to continue his role as theresa's sword- and it describes him 'severing the horns of the sarkaz that refused to follow the orders of a dressmaker.'
i think that to him, he did care about theresa, but she was his king first and his sister second. what she meant to him wasn't just 'family', it was what she represented, her role.
Which was why despite his adherence to Sarkaz tradition, he was reluctantly willing to to let the confessarius bring her back, if it serves to advance his goals.
The biggest point is that he literally doenst give a FUCK about anything that isn't important to the future of the sarkaz. He's the scale of 'for the greater good' cranked up to the max.
His plan is deeply fucked up, but the core premise of it is that it must be done- and the craziest part of his plan, compared to theresa's, is that it might actually work to remove the shackles of the sarkaz from their oppressors.
genuinely so sick and tired of people reducing him down to 'villan who is hot' or 'generic fantasy bad guy' THATS THE MOST BORING INTERPRETATION you could POSSIBLY have for him.
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shuttershocky · 5 months
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i was wondering if you could give some general tips for is3? i have a decently developed account but i still cant manage to even get to the first boss every run, let alone beat it. like most runs in is2 i could at least beat Lucian but here i feel like im hitting a brick wall
I've prepared something special for this ask today.
We will be doing a full breakdown of a squad I've run with restrictions. It's a run I just completed as I'm typing this, so I can go over my thought process on both team building and path taking. I also won a run on my first try with the restrictions in place (in fact my IS3 winrate is actually much higher than my IS2 winrate at this point), so I'm fairly confident my strategies are sound. If the massive text scares you, don't worry. I'll also make a TL;DR version at the bottom.
My Three Restrictions:
Ch'en the Holungday, Gavial the Invincible, Mlynar, Kal'tsit, Texas the Omertosa, Pozyomka, Horn, Ling, Goldenglow, and Yato x Kirin are banned - This is a combination of both CN's usual ban list for IS3 competitions, as well as the latest ban list on Lungmen Dragon's latest IS3 competition for Global. This is to show that I don't need meta ops to win that proper teambuilding is what wins runs
Must be Wave 5 - This means the difficulty is low enough to still be considered "low level IS3", but high enough to have the +1 hope cost, +10 RES, and +15% ATK and DEF on all bosses
CANNOT pick People-Oriented Squad - This means I've got to deal with the big hope costs.
And here is my results screen
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Now I know what you're thinking. "What the fuck Shutters, your run got the -2 hope costs for 4 stars, AND for 5 stars, AND the 6 stars! Carried by RNG!" While it is fucking hilarious I got all three Hope cost reduction relics when I was trying to starve myself of hope, be assured I didn't get 6 stars - 2 Hope until late Floor 4 where it was hardly relevant. i'd actually rather have gotten combat relics since I still had Hope leftover by the ending.
Let's get into teambuilding and decision-making.
I started this run with 8 Hope (got the pre-run bonus for +2 starting Hope), which let me recruit one 6 star at the very start (I always go with As You Wish so I can get a 4 star for free). In this case, the random shuffle I got was a 4 star Defender voucher, a Vanguard voucher, and a supporter voucher. My starting squad was Gummy, Ines, and Orchid.
In both IS2 and IS3, a usual strategy is to have one core 6 star operator carry you through the early game until you grab more vouchers. Ines is an incredible starting core in this difficulty, since she sees through Invis, is a fast redeploy, is a vanguard, can block enemies, and has enough damage in S2 to get you through Symbiosis in the worst case scenario. I'm actually surprised she isn't considered ban-worthy.
Your biggest threats in the first two floors are Symbiosis, Sniper Squad (if emergency), and Malady. Always, ALWAYS try to have one operator capable of blocking enemies on the ground. If you get all ranged vouchers, bring someone with a summon such as Beeswax if Caster (or Amiya then change to Guard Amiya), an Artificer for Supporters, or Totter (to kill invis) or Rosmontis for Snipers. If you get Emergency Sniper Squad and have no way of blocking or killing invisible units, you autolose. Malady wants you to have either two melee blockers, or one melee with a medic and some ranged damage. Symbiosis is the biggest threat — One unit has to be able to block, and you need strong DPS to cut through the horde. There's no shame in losing to Symbiosis, you either got the operators you need, or you autolose, so I always make a starting team assuming I'm gonna get Symbiosis.
I got lucky with a medic voucher and got Pith (who is so damn good), and on my next defender voucher I got Spot instead of upgrading Gummy. This is because I wanted to get two sources of melee block-3 ASAP since I was lacking in AOE, and Spot is one of the best 3 stars in IS thanks to being Block-3, tanky, having a heal, and evasion. He's worth the 1 hope.
Once you get ground units and a heal, hopefully by Floor 2, you want to start preparing for Floors 3-5. In this case, I got a Sniper voucher and immediately got Kroos the Keen Glint. I consider Kroos the strongest Sniper in IS3 just behind Pozy herself, because she has two traits any IS3 team needs: a source of stun/bind/freeze, and strong anti-air. The Stun/Bind/Freeze counters two gimmick enemies, UFOs (I forgot their real names but you know which ones) and the hated Nethersea Predators from Stulifera Navis. Both enemy types get countered by crowd control.
So by early Floor 3, I had Ines (promoted), Kroos the Keen Glint, Pith (promoted), Spot, and Gummy. At that point I had pretty much everything I needed to make a run to Floor 5 (to reiterate: one fast redeploy, several ground operators, good anti-air, at least one source of stun that can also hit air units), so I began grabbing operators that synergized with my collectibles. Hand of Pulverization meant Rosmontis, uh, pulverized everything, Gnosis was a second source of crowd control in case I got unlucky with Kroos' stun crit RNG (protip: In IS, getting two different kinds of operators who have overlapping roles will carry you deeper into runs since it gives you leeway to make mistakes), and I got Firewatch for that mix of AOE burst damage, invis if need be, and for her incredibly high damage against ranged enemies.
I got two cursed relics on the way. - light per battle, and all operators start with -15 SP. I always try to pick a path with Fortuitous Opportunity since you can trade cursed relics for good ones. Luckily, I had two such nodes, one in Floor 3 and one in Floor 4.
If operators get cursed (which can indeed be instant losses if it's a bad curse very early on and on your core operator), I go for the node that lets you send units out for supplies, it removes curses and promotes operators. At Wave 5 or below you always start with 100 Light, so it's possible to avoid instant loss curses by playing well in Floors 1-2 and not losing any lives (so even if you roll a 1 you don't get cursed)
While you can start freestyling team building once you have your important roles all assembled, I personally like grabbing counters to Floor 4/5 stages that have the biggest chances of ending my run. For this run in particular, these are
Lin, for Out of Control - This stage is one of the most terrifying no matter how experienced in IS3 you are, simply from the sheer amount of Possessed and Bonethrowers coming at you. Lin hard counters this, since with her module active, Bonethrowers cannot break her shield, giving you a tank that doesn't need medics.
Franka for Ubi Bona Somnia - Those spear-zombies from originium dust have 2000 DEF and 80 RES (90 at Wave 5), Franka is there to kill the one that spawns in this stage specifically.
Pompeii (Territorial Tendencies) - I didn't need to grab a counter for in case I met Pompeii since I already had Firewatch and a hand-powered Rosmontis, but if I didn't, it's always a good idea to grab an anti-Pompeii unit like Jaye.
Then once I got to Highmore it was a simple matter of knocking down Highmore with Gnosis' freeze, pulverizing Phase 1 with Rosmontis S3, knocking down Highmore again with Gnosis, then killing Phase 2 with Ines. If you're aiming for Last Knight or Ishar-mla, your team needs will be different of course!
So! I hope that helped you understand how to think about approaching an IS3 run, but in case none of that made any sense and I wasted 3 hours writing this, here's a TL;DR
What do I generally need?
Floor 1
Ground units because you need to block
DPS to counter Symbiosis specifically
Heals
Floors 2-3
Strong Anti-air (IS3 has a lot of flying enemies)
One fast redeploy like Agent Vanguards or Executor Specialists (effective in a vast majority of stages in IS3)
At least one source of Stun/Bind/Freeze that can hit aerial units (to deal with UFOs and Highmore that need to be knocked down, Nethersea Predators so they stop fucking dodging)
You may realize that Texas the Omertosa has all 3 of these qualities. This is why she's considered an automatic ban in all IS3 tournaments
Floors 4-5
Specific counters to the stages that kick your ass the most
Specific boss counters if necessary
Specific operator combos with your collectibles (for example Cutter + Any spinach type collectible)
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cerastes · 11 months
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Would you happen to have recommendations for good, all purpose or simply just worth it 5* operators to raise in Arknights? For someone who has levelled none of them except Amiya, Cantabile, Kroos, Rockeock and Shamare
Going into detail for each and everyone one of them is unfeasible but let's start with the ones I consider really, really good and would always recommend:
Specter - Strong laneholder with self-sustain, best immortality staller in the game for the longest time and still arguably is, benefits from long-term investments in the form of Abyssal Hunter buffs, can be pseudohelidropped with S2M3. Very high HP lets her deals with Arts damage better than in-class equivalents.
Texas - Good DP generator with crowd control and above average damage. Extra starting DP from talent can enable entirely new openers, especially in endgame content. Not exceptional in anything, very reliable in just about any situation to open maps and cover light lanes.
Blue Poison - Strong AA Sniper with constant minibursts and ability to thin lanes thanks to multihits that don't compromise her single targeting, making her a tactical tool that circumvents Taunt to some degree until you can deploy your actual solutions to the Taunt source. Has one of the most famous M3s in her S1, with a charge of 2 attacks.
Warfarin - Versatile unit and easy M6, a lesser known property of her S1 heal is that it is instant, meaning she's a very reliable healer to keep someone under heavy damage alive. Rare Attack Up buff for others, which is what most people know her for. Good SP cycling and can help charge others' SP with her Talent.
Lappland - Best Silence-user in the game, as well as a solid, reliable unit in most maps thanks to her multitarget and Arts damage. You'll hear people claim she's fallen off or some other lie. She is still very solid outside of her Silence (which comes back into relevance every other Thursday anyways).
Ptilopsis - Strong, low investment unit, does not need Masteries at all in order to perform, powerful constant strong heals with S2 and has the best universal Skill Aura Talent that will speed everyone's SP charge by 30% just by existing on the map.
Elysium - One of the best utility units in the game, easy M6 with great SP production, DP reduction and ASPD buffs for Snipers, and a very strong S2 that reveals invisible units, reduces their speed significantly, and gives them a DEF debuff that stacks with other debuffs.
Cantabile - Lightweight assassin that can produce DP per attack while assassinating. Has a short timer to redeploy, so she can be an on-demand miniburst on a troublesome boss or lane, while making DP.
Any of the two Berries, Honeyberry or Mulberry - Handles Elemental Damage buildup, Honeyberry centers more on Elemental Damage, Mulberry has stronger HP heals, both are great. Honeyberry came free with your XBox, no excuse not to raise her. They also have very useful wide ranges that allow for unique safe set-ups.
Projekt Red - Lightweight assassin that can be used as a stunbomb or as a killer for light key targets. Nothing else needs be said, she gets the job done.
Firewatch and Andreana - Heavy duty shooters with wide range and unique targeting rules that specialize in dealing large amounts of damage one way or another, all useful. Firewatch can also use camouflage for fun strats, while Andreana can reap great benefits from long-term investment due to her status as a nominal Abyssal Hunter.
Asbestos - Strong Arts Guard, her S2 can target air, and is just in general very useful in balancing lanes that also need damage when you're spread thin elsewhere, or just as a fun, good unit to use.
La Pluma or Highmore - Both play very similar. Handy, self-sustaining middleweights with potent minibursts and unique three-frontal tile AoE ranges. They can get up to some truly wicked positioning strats.
Manticore - Heavy single hits with either Slow (truly constant with S1M3) or Stun and a large range with true AoE (actually hits EVERY unit in range). Straightforward use and can be used very creatively on chokepoints.
Platinum - S2 gives her extra range and strong single hits, letting her do things no other AA Sniper can do and giving you some ease of command on maps with inconvenient, distant ranged tiles. This is more valuable than you think.
Kazemaru - Middleweight laneholder with explosive bursts and ability to keep herself alive. Can hit air during Doll Form. Allows for various advance deployment strats thanks to her Dollkeeper nature, and has high constant damage during S2 uptime.
Silence - Her drone's healing is actually very powerful, a burst of healing that can actually enable some unique strategies and sustain that you'd otherwise not be able to achieve for cheap. Like her friend Ptilopsis, does not need Masteries to perform at a high level, but of course, welcomes them.
Liskarm - Very sturdy Physical damage tank that can cycle her S1 VERY quickly and has an S2 with good utility for when you need it. Can function as an SP battery for other characters as well, enabling some goofy meme strats (that carry a lot of potency).
Kjera - Great Caster with Freeze on S2. Nothing much needs be said, she's simply lovely, a caster, and can deal good damage with crowd control. Straightforward and simple.
If a 5* isn't here, it doesn't mean they are bad, there are plenty of good ones out there like Iris and Bibeak to name a few, but I consider this list a pretty integral "core" roster, from which you can then expand towards your preferences.
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My re-reading project has gone reasonably well, my ADHD is still untreated so I often have a lot of trouble actually starting (Who is Real consistently created this roadblock in my mind for whatever reason), but it was re-reading Under Tides that has had me sitting down and digesting it for some time.
Under Tides has a dramatically different tone from pretty much every single other event that I've read so far. It's a very moody work, dramatically more so than previous events (and, definitely in comparison to Stultifera Navis), both in story direction and in art direction. The residents of Sal Viento are drawn in a way I find really compelling for the nature of the story: they look like they've had the life and energy sucked out of them, and share the same muted palettes with the Inquisitors. It really makes the Abyssal Hunters standout in comparison to the rest of the world, in Skadi's vivid reds, Gladiia's blues, and Specter's monochrome colors.
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This piece, on top of just being absolutely breathtaking honestly, is a really good example. Sal Viento sits, tilted in ruins into the sea, but at this angle it feels impossible to tell where the land begins and where the ocean meets the city. It makes Sal Viento feel very isolated from the world, and it is in many ways, and I in particular like the way the support structures at the right, now broken and falling apart, make Sal Viento feel skeletal. How much has been destroyed, taken by the sea? It's great.
But Skadi is the only splash of color. Skadi's red stand out amongst the very muted blues, the blues that feel barely distinguishable from the dismal grays of rain clouds and brackish water, and the sterile colors of Sal Viento. Skadi and the Hunters are the only splash of life in this landscape; even the Inquisitors cannot be said to do this, because much if not all of what the Inquisitors leave in their wake is death.
But it's also a much darker story than usually, and that's a bit surprising considering how much fare Arknights up to this point has had with the ideas of corporate corruption, discrimination, and cleansing. It's a lot to do with how the characters are positioned to each other: the people of Sal Viento are almost zombie-like, being slowly eaten away from ingestion of Seaborn flesh, and are intensely paranoid and disapproving of outsiders. Only Anita stands out amongst them, a beacon of innocence and curiosity that hasn't been stamped out yet by the constant erosion of the tides. Skadi and Gladiia are both oppositional to each other and oppositional to everyone else in the story. There's no real sense of cooperation or camaraderie between any of the characters outside of Anita, which creates a really rather oppressive atmosphere. The dark parts of Talulah's story in Chapter 8 stand in contrast to the warmer parts of her relationship to Alina, Frostnova, and Patriot, and it stands in contrast with Amiya and Ch'en. Maria Nearl's attempted assassination at the hands of the KGCC stands stark against Marcus and Zofia's support of her and her naive ideals.
There's no contrast in Under Tides, it's a constant gloomy, dark feeling, it's being in a cave that's constantly damp, dripping, and moist. That works really well for the type of story it wants to be, especially for its climax moment, where the first time character's connect with each other, it is portrayed in the form of a mental breakdown.
"She is a monster. She murders her own kind. She for her own kind murders her own kind. She by her own kind murders her own kind. The eyes of the people in the streets are filled with warmth. They don't know anything. The eyes from the research institutes and in the tents are filled with ice. When the hunters sleep, there are patrollers guarding. No. Those aren't guards. That night patrol doesn't serve the hunters. The patrollers are waiting for the hunters to become monsters."
Aside from her, anyone and everyone probably knew. Sea monster. And–she has already committed the gravest sin...
I killed it. I killed her. I killed Him.
There's some questionable writing decisions made in this chapter, especially with the way that Anita and Irene have a habit of narrating action scenes in dialogue, but this will not be what I criticize. This is the climax of the story: where the truth of the matter, where Skadi understanding the bizarre idiosyncrasies of her biology and what they mean, causes her identity to collapse, leaving Skadi to try and grab at anything she can.
And she grabs onto being a monster.
Becoming a Seaborn is in some ways both an invasion and a form of acceptance. Your biology changes, but the outcome is not a guarantee. Skadi only avoids her fate here because Gladiia deliberately took a massive injury as a trap. If that hadn't been intentional, if Gladiia truly took a mortal wound, Skadi would have fallen right there.
"Your neural cells are rapidly metabolizing. Remember, you are a hunter. They can't do anything to you."
It's truth and its untruth. The extent to which Skadi's condition can be directly tied to her biology is questionable: we've already seen this questioned in Skadi's own monologue. But as long as Skadi remembers that she is a hunter, that she has a purpose and can resist, she'll be fine.
It's good, it's a fantastic climax that leads to the rather nice and cathartic reunion amongst the Abyssal Hunters. Really liked this event.
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ouroborosorder · 2 months
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what do you think the most stellar examples of arknights' vfx are?
Okay so there are a lot of examples, so I'm going to try to keep my description of each one short. Unsurprisingly, most of my favorite effects are on more recent, paid skins for fan-favorite/meta 6* operators, since those are the ones they put their whole ass into.
Executor the Ex Foedere. The way that it weaves blasts of light and the shapes of Sankta wings into his shotgun blasts is absurdly creative. Perfect for a saint of Laterano.
Passenger's Skin. Specifically his S3. Stellar lightning is a weird pitch, but it's so fucking beautiful that it works. This is the effect that convinced me that I might enjoy being a VFX artist after all, not fucking kidding.
Jessica Alter. Look. Her skills are underwhelming as fuck, they're all the same shot effects every time. But. Do you genuinely understand how amazing these gunshots look? Do you know how hard it is to make a stylized gunshot that doesn't just look like magic? These are breathtakingly good. The glass shattering on hit genuinely made my jaw drop when I first saw it.
Eyjafjalla the Hvit Aska. It's hard to make a healer that genuinely looks unique, but Eyjalter's dreamlike colors and flat effects manage to bring the visual style of So Long Adele into every map and make it look reasonable with the artstyle.
Kirin R Yato. Monster Hunter's effects are extremely distinct, and seeing them recreate MH's style in Arknights' is really lovely. My one sorrow is that I wish there was more lightning, since like. Kirin.
Lin. Glass is a legitamately hard thing to pull off because it so often just looks like crystal, but leaning more into glass dust and shards makes it work perfectly. Her skin is also quite pretty, but it loses the glass look that made me love Lin to begin with.
Reed the Flame Shadow. Holy fucking shit holy fucking shit holy fucking shit holy fucking shit fire made of flowers?? The way the fire looks secondary to the whole thing while being undeniably present is stunning. Her skin is nowhere near as good tho.
Penance. Penance has such a stunning aesthetic that it immediately endeared me to her. Her vibe of gilded thorny chains carries to her effects and it works.
Texas the Omertosa. Fucking. Duh. It's hard to make a normal sword swipe look unqiue but Texas nails it. Her skin's effects are even more stunning, even if the animations are awful.
Minimalist. It's hard to make effects that are minimalist and still look good.
Specter the Unchained + Skin. I need to specificially call out her skin. Her skin may be one of my favorite pieces of effects at all time. The colors, the aegirian poetry as part of the visuals, the stellar water, it's all practically perfect.
Kazemaru. A sleeper hit!! She's got a lot going on with the "paper-controlling ninja whose clone has a completely unique aesthetic" thing so it seems like she might be too busy, but it manages to pull it off. Shoutouts to her clone's spawn, which actually does the slash mesh slightly wrong intentionally because the ring look actually helps a lot.
Goldenglow. It's rare that I see a lightning character and say "I have never seen anything like that before in my life" and Goldenglow's pink and blue stylized lightning genuinely shocked me.
Ling (Does it Wash The Strings). If you want my choice for best VFX in the game, this would at least be in running for first. It's flashy as hell, but manages to not be overbearing. The S3 dragon attacking with mountains rising from the earth alone is stunning, but the normal attack impact is my favorite part of the entire thing. It's so simple and elegant and stylish.
Amiya Guard. Amiya's Guard form is the combination of Amiya's Arts, Sarkaz Arts, Ch'en's swordfighting, the normal AK Arts and sword design languages, and a tiny bit of weird space tech to represent the Precursors. And it manages to come together to something that feels really cohesive while still drawing attention to how incongruous these elements are. The effects actively tell the story of Amiya - a girl with big shoes to fill, carrying the legacy of so many.
Ceobe, and her Unfettered Freedom skin. At this point in Arknights' lifespan, they had a much more defined visual language for how Casters look compared to melee units. Ceobe, being a Caster who throws fucking enchanted melee weapons instead of casting spells? So she combines their languages, with the buildup and trails of Arts casters and impacts of melee units, it's subtle and I love it. Unfettered Freedom deserves a special shoutout because I love geometric magic so fucking much.
Conviction's Skin. Why is this so good they're a joke operator.
Dorothy's Skin. I may have mixed opinions on this skin, but the effects are objectively stunning. I am personally heartbroken that she doesn't have the sand anymore, but that's a personal thing. I also don't like that her S3's range is obfuscated by the explosion but again that's nitpicking.
There's probably WAY more that I've missed and even more I cut for time, but those are my favorites after browsing the list of operators and skins for like, two hours straight. If there are a few I missed... Look, this list is this long already.
Also note that I didn't really list enemies or anything other than playable operators. Their enemy effects are usually... servicable, with a few standout exceptions with Talulah and Frostnova.
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