Released 6/15/2023
This guide was translated into English by AI from the Korean version. View original (Korean)
A Burst 1 Supporter with Water Code buffs and healing. She isn't a core meta pick, but her ally healing stacks every Full Burst and each Burst grants Water allies Elemental Advantage Attack Damage.
Without a Water DPS in the lineup, her buff value drops sharply. She's worth having as support for bosses, Water-weakness content, and Story stages that need healing.
Every time Full Burst starts, grants all allies healing proportional to the caster's max HP for 5 seconds. The more Full Bursts you cycle, the larger the healing stacks grow.
When Mary uses her Burst Skill, grants all Water Code allies increased Elemental Advantage Attack Damage. Its duration grows longer as uses stack.
briefly grants Water Code allies Increased ATK and grants all allies a max HP increase proportional to the caster's max HP for 10 seconds. Her Burst cooldown is 20 seconds.
Auto is enough by default.
Using her Burst grants Water allies an ATK buff and all allies a max HP increase.
When the lineup has a Water DPS, make use of the Elemental Advantage Attack Damage buff from as well.
Used in lineups with a Water Code DPS. The Burst 1 slot may overlap with other healer or cooldown-reduction Nikkes, so the fixed squad pairing varies by content.
Placed in the same lineup as a Water Burst 3 DPS, that unit receives the and buffs. In stretches against Fire Code enemies, this meshes with the DPS's extra damage.
Her healing and max HP buffs are tied to the caster's stats, so prioritize the Vigor Cube and Healing Cube. If you need Sniper Rifle reload help, the Resilience Cube is the next choice. If Harmony Cube levels differ greatly, use the higher-level cube before the ranking.
As a Supporter, her Overload priority is low. Match Elemental Advantage damage and ATK for buff and healing scaling. Adjust the remaining lines, such as Hit Rate, to suit range.
carries her healing every Full Burst, so raise S1 first. is the max HP and Water ATK buff, so raise Burst next. has little impact without a Water DPS lineup, so bring S2 up later.
She fills a healing role in long stretches such as boss and core fights. She's sometimes paired with a Water DPS in Water-weakness Solo Raid and Union Raid. She's rarely a main pick in mob-heavy stages or Arena.
Every time Full Burst starts, heals all allies.
Each Burst grants Water Code allies increased Elemental Advantage Attack Damage.
Her Burst cooldown is a relatively short 20 seconds.
The attack buffs from and only apply to Water Code allies.
Her healing and buff stacks need several Full Bursts to build up.
She competes for the same slot with other Burst 1 healers and utility units such as Pepper and Rapunzel.
Her skill set differs from the base Mary. In lineups without Water-specific buff needs, her impact is small.