Helm: AquamarineInformation and Guide

Character
Introduction

Helm: Aquamarine is a SSR rarity Burst
2
character from the Attacker class, who wields a Assault Rifle
Assault Rifle
weapon and belongs to the Iron
Iron
element. She's part of the Elysion
Elysion
faction.

Feeling the summer weather and seeing the ocean has Helm feeling more chipper, as she envisions steering The Admire on the aquamarine waters.

To learn more about Helm: Aquamarine check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Helm: Aquamarine check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Investment tips

Profile

Skills
Max level
Normal Attack

Normal Attack

Assault Rifle

Mode: Normal

Ammo: 60

Reload: 1s

■ Affects target enemy.

Deals 13.65% ATK as damage.

Deals 200% damage when attacking core.

Skill 1

Admire Accompaniment

Passive

Cooldown: -

■ Activates after landing 30 normal attack(s). Affects the target.

Deals 131.34% of final ATK as additional damage.

■ Activates when entering Full Burst. Affects all allies.

Effect changes according to the number of activation time(s). Previous effects triggers repeatedly.

Once: Burst Skill cooldown ▼ 1.82 sec.

Twice: Burst Skill cooldown ▼ 2.2 sec.

Three times: Burst Skill cooldown ▼ 2.6 sec.

Skill 2

Aegis Cannon Suppression Fire

Active

Cooldown: 4s

■ Affects 1 enemy unit randomly.

Deals 105.58% of final ATK as damage.

■ Affects the same target when they belong to Electric Code

Damage Taken ▲ 5.64%, stacks up to 5 times and lasts for 5 sec.

Burst

Aegis Cannon Overload

Active

Cooldown: 20s

■ Affects all enemies.

Deals 164.73% of final ATK as damage.

■ Affects the same target(s) when they belong to Electric Code.

Deals 164.73% of final ATK as additional damage.

Skills (Treasure)

Helm: Aquamarine doesn't have a treasure yet. If they receive one, we will update the section!

Specialties
Buffer
Burst CD Reduction
Debuffer
Voice Actors
ENG
Elizabeth Simmons
JPN
Marina Inoue
KR
Sa Moon-young
Gallery

Review

Review

Aquamarine Helm is a Burst II character who wields an AR and specializes in reducing the Burst Cooldown of her allies and fighting against Electric bosses.

The only Elysion CDR unit, the very thing we have been asking for a long time has finally arrived. Her kit is specifically designed for Electric bosses, but the ability to reduce the Burst Cooldown itself brings a lot to the table. Hence, SHelm is actually very good against all bosses, maybe not replacing the meta ones against non-Electric but still awesome for the weaker teams. That being said, she far surpasses other B2 greatly against Electric bosses because of her permanent Damage Taken buff. Being the second B2 CDR, she opens up a lot of possibilities for other non-CDR B1 to be used.

As the fifth CDR unit with high versatility (Sakura excluded due to 40s CD), she is vital to Solo Raid's performance. If you do not own any other CDR, or if the target boss is Electric, you can also use her in Union Raid. Meanwhile, for PvP, do not expect much from her. None of her kit is designed for it.

Finally, for Story, you can use her if you do not have other CDR units, especially in the early stages with a small CP penalty, but she is to be replaced as soon as you acquire a better one.

Additionally, compared to Dolla, SHelm is an Attacker, and some of her skills are oriented toward contributing some damage. This means SHelm is expected to deal more damage than Dolla. As far as testing has gone, the damage of invested SHelm can reach 80% of Rupee. You can do some min maxing (based on ATK saturation) to see which team Dolla or SHelm should support, then swap if necessary. Do note that, burst regen-wise, Dolla's shots can be spammed, which means Dolla has higher burst regen and may help accelerate slower teams

Pros

  • Burst Cooldown reduction is a great mechanic,

  • Easy to fit in a lot of teams due to 20s Burst,

  • Bullies Electric bosses,

  • Damage Taken debuff which makes her great for bossing (but only against Electric enemies),

  • Decent damage output for a Burst II unit.

Cons

  • While she's still decent against non-Electric bosses, there are a lot of alternatives that you can use instead of her,

  • Limited unit, so unless you MLB her now, you will have to wait for a year for her rerun.

Ratings
S

Story (low deficit)

A

Story (high deficit)

S

Bossing

D

PVP

Investment Tips

Skill Investment

Here's the explanation for all the numbers and colors used in the guide:

  • 10/5/7 means upgrading Skill 1 to lvl 10, Skill 2 to lvl 5, and Burst Skill to lvl 7,
  • Yellow means the immediate investment when u get the unit. There are 3 reasons for this:
    • If the unit is Meta or High Priority, it will have a starting investment of more than 1/1/1 (such as 4/4/4) depending on what the unit provides.
    • If the unit is Medium or Low Priority, 1/1/1 will be mentioned, meaning no immediate investment is required, and you can invest in this character if you need to use it according to the priority listed.
    • If we deem that a unit does not have usable skills to be meta for any gamemode, no investment will be mentioned.
  • Blue means minimum investment to take advantage of the Nikke's skills. There are 2 reasons for this:
    • Sometimes, minimum investments are breakpoints such as for Noir or SAnis.
    • Sometimes, minimum investments are just the ideal way to progress to upgrade that unit, before moving on to Recommended and High.
  • Red means recommended investment for F2P players,
  • Purple means maximum recommended investment, in order to get the best out of the unit. You should only try to reach these investments if you have a surplus of Skill Books leftover.

More info:

  • The skill investment list below features a lot of Level 4 and 7 because they are easier to understand. Any higher levels will cost a new type of resource.
  • However, you may choose to upgrade to Level 5 if you need a stronger effect instead of 4, as the increase in Blue Manual cost from Level 4 to 5 is still low. The leap only starts from Level 6 onward.
  • There is also a leap from Level 3 to 4, so if you want to save a tiny bit of Blue Manuals, then leave at 3 instead of 4.
Gear Investment

This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.

For OL targets and order of acquisition, we decided to divide the target effects into several categories.

  • Essential: With all gear combined, your unit must have the roll(s) prescribed as a minimum requirement. Example: Charge Speed on Alice. You cannot compromise on these rolls.
  • Ideal: These rolls will improve your unit's performance significantly. Aim for 2 lines of Essential/Ideal per gear for maximum performance and the best Return on Investment (ROI). If you get 3, you are lucky. You can choose to only have 1 as well to save materials. Example: Elemental Damage on Scarlet.
  • Passable: Low-priority line that has either limited value or the impact is not as strong as other rolls. Should this show up as a bonus together with a better line, you can choose to keep them. Example: Charge Speed on Red Hood.

Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.

Additional tips:

  • Priority (PvE/PvP) isn't necessarily lower than Priority (Universal), which has no tag/label. It just indicates that this unit performs only in select types of content.
  • If a suggested effect has the number ×2 next to it, that means you should get the effect on at least 2 gear. The same idea applies to other numbers.
  • Focus on obtaining Essential(s) then you can start worrying about optimizing your rolls. Units require these to function, and the impact is too massive to ignore.
  • If a unit has no Essential(s), that means their performance is not that dependent on OL, but they can still benefit from good effects.
  • Remember that this is just a recommendation list, and attaining perfection is impossible. You will have to make some compromise, pick whichever rolls you desire the most, and conserve as much material as possible.
Cube Investment
Pre-overload
  • Resilience Cube

    Resilience Cube

  • Bastion Cube

    Bastion Cube

Post-overload
  • Bastion Cube

    Bastion Cube

  • Resilience Cube

    Resilience Cube

Resilience and Bastion Cubes work best on most AR wielders and she isn't an exception.