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
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.
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.
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.
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.
Helm: Aquamarine doesn't have a treasure yet. If they receive one, we will update the section!
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
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.
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.
Story (low deficit)
Story (high deficit)
Bossing
PVP
Investment Tips
Here's the explanation for all the numbers and colors used in the guide:
More info:
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.
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:
For Tribe Tower CP Padding
Resilience Cube
Bastion Cube
Bastion Cube
Resilience Cube
Resilience and Bastion Cubes work best on most AR wielders and she isn't an exception.
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