Released 9/3/2026
This guide was translated into English by AI from the Korean version. View original (Korean)
In boss fights against Iron Code enemies (= Wind advantage), she is a DPS and HP buffer who completes the max-HP-scaling squad with Laplace: Ultimate Hero and Maxwell: Ordinary Mechanic.
She converts her own max HP into ATK at a high ratio, and even without bursting she switches to her exclusive Shotgun every Full Burst, so she also works as a totem.
However, her solo firepower isn't especially high, and outside that squad the competition among Wind DPS is fierce, so she isn't a Nikke you need to rush.
At battle start she gains a lasting Increased ATK proportional to her final max HP, giving her high ATK despite being a Defender. When Full Burst starts, regardless of who used the Burst, her weapon changes to , a charge Shotgun with a fixed 1.5s charge, 15 pellets, and 6 rounds, dealing damage throughout Full Burst. When ends, all her ammo is removed.
Each time Full Burst ends, all allies gain a max HP increase based on the caster, stacking up to 4 times, so max-HP-scaling DPS in the same squad grow stronger together. Her Burst Skill grants herself increased attack damage and hits all enemies; its damage share is low and it's used for clearing mobs.
Auto is enough. The weapon swap happens automatically at Full Burst start, so there's nothing to time manually.
Slotted as a totem, you don't need to worry about burst order either.
Some lineups give the Burst 3 slot to Laplace, Helm with her Favorite Item, or Cinderella, and slot Drake in as a totem.
The ally max HP increase that Drake stacks feeds into Laplace's max-HP-scaling Increased ATK.
Raises allies' max HP on every Full Charge, which in turn raises Drake's max-HP-scaling Increased ATK.
The max HP that Rouge grants converts directly into Drake's Increased ATK.
For her, max HP is ATK, so use the Vigor Cube first. Against bosses with many parts, use the Destruction Cube; if both Harmony Cubes are low level, substitute the Resilience Cube. 's ammo is fixed at 6 rounds, so don't use ammo cubes.
The swapped weapon has fixed ammo and charge time, so skip ammo, Charge Speed, and Hit Rate. Fill the remaining slots with Crit Rate, Crit Damage, and Charge Damage.
Her max-HP-scaling Increased ATK and ally max HP increase are on S2, so raise it first. 's damage is on S1, so raise it next; Burst comes last since its damage share is low.
Used in max-HP-scaling squads for Solo Raid and Union Raid boss fights against Iron Code enemies (= Wind advantage).
She converts her own max HP into ATK at a high ratio.
Even without using her Burst, she switches to her exclusive Shotgun every Full Burst, so she can be slotted as a totem.
At the end of each Full Burst, she raises allies' max HP, strengthening max-HP-scaling DPS.
She doesn't need ammo or Charge Speed Overload lines.
Her Burst Skill contributes little damage.
doesn't benefit from attack speed or ammo buffs, so she doesn't pair well with regular Shotgun squad buffers.
Without a max HP buffer, her firepower is much lower.