Operator Mod Level Stat Gains Effect
Saileach 1 HP+ ATK+ Trait upgrade: Cannot block enemies during the skill duration, but the Operator deployed in the tile in front gains +1 Block
2 HP++ ATK++ Talent upgrade: Deploys with a banner; Within the surrounding 8 tiles of the banner, allied units have further increased ASPD and enemies have further decreased ASPD
3 HP+++ ATK+++ Talent upgrade: Deploys with a banner; Within the surrounding 8 tiles of the banner, allied units have even further increased ASPD and enemies have even further decreased ASPD
Elysium 1 ATK+ DEF+ Trait upgrade: Cannot block enemies during the skill duration, but the Operator deployed in the tile in front gains +1 Block
2 ATK++ DEF++ Talent upgrade: When deployed, all [Sniper] Operators have -2 DP Cost and gain more ASPD when Elysium’s skill is active
3 ATK+++ DEF+++ Talent upgrade: When deployed, all [Sniper] Operators have -2 DP Cost and gain even more ASPD when Elysium’s skill is active
Myrtle 1 HP+ DEF+ Trait upgrade: Cannot block enemies during the skill duration, but the Operator deployed in the tile in front gains +1 Block
2 HP++ DEF++ Talent upgrade: All [Vanguard] Operators recover more HP per second while Myrtle is deployed
3 HP+++ DEF+++ Talent upgrade: All [Vanguard] Operators recover even more HP per second while Myrtle is deployed
Typhon 1 HP+ ATK+ Trait upgrade: Attacks the heaviest enemy first; when attacking a heavy enemy, ATK is increased to 115% (enemies with 3 weight or higher count for this effect)
2 HP++ ATK++ Talent upgrade: Ignores an increasing amount of enemy DEF with continuous attacks, up to a greater limit (each attack increases the DEF ignore by a higher amount); this bonus will reset if no damage is dealt for 8 seconds
3 HP+++ ATK+++ Talent upgrade: Ignores an increasing amount of enemy DEF with continuous attacks, up to an even greater limit (each attack increases the DEF ignore by an even higher amount); this bonus will reset if no damage is dealt for a longer duration
Santalla 1 HP+ ATK+ Trait upgrade: Deals AoE Arts damage; Reduces Deployment Cost by 8
2 HP++ ATK++ Talent upgrade: After being deployed for a shorter duration, Santalla gains more ATK and [Resist]
3 HP+++ ATK+++ Talent upgrade: After being deployed for a shorter duration, Santalla gains even more ATK and [Resist]
Hellagur 1 ATK+ DEF+ Trait upgrade: Can’t be healed by other units. Recovers 70 self HP every time this operator attacks an enemy. When defeated, does not retreat and recovers 30% HP instead (Can only activate once every deployment)
2 ATK++ DEF++ Talent upgrade: Regenerate a greater amount of HP per second when this unit is not blocking an enemy, or when HP is lower than a certain percentage
3 ATK+++ DEF+++ Talent upgrade: Regenerate an even greater amount of HP per second when this unit is not blocking an enemy, or when HP is lower than a certain percentage
Phantom 1 ATK+ DEF+ Trait upgrade: Significantly reduced Redeployment Time; When there are no allied units in the four adjacent tiles, ATK +10%
2 ATK++ DEF++ Talent upgrade: Can summon a stronger clone with the same abilities as Phantom, but has its own redeployment time; when both Phantom and the clone are deployed, they each gain a certain amount of ATK
3 ATK+++ DEF+++ Talent upgrade: Can summon an even stronger clone with the same abilities as Phantom, but has its own redeployment time; when both Phantom and the clone are deployed, they each gain a certain amount of ATK

Notes:

  • Typhon base Talent: Ignores an increasing amount of enemy DEF with continuous attacks, up to 50% DEF (each attack increases the DEF ignore by 10%); this bonus will reset if no damage is dealt for 8 seconds
  • Santalla base Talent: After being deployed for 20 seconds, Santalla gains 15% ATK and [Resist]
  • Cuneiform@kbin.social
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    1 year ago

    Looks like the flags modules are nice for their niches, tho I don’t think a lot of people will invest past 1 with myrtle

    • AnonTwo@kbin.social
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      1 year ago

      Don’t see why not. You pay significantly less for a 4 star module, and Myrtle’s talent is incredibly helpful at the start of maps.

      For the classic flagpipe start it will make Bagpipe bulkier still.

      Honestly i’d imagine more likely nobody will take the module unelss they’re going 2/3. Not that the +1 block is bad, just that it would be very inconsistent without planning, and there’s going to be easier ways to deal with block in most cases than holding your DP gen.