Released 4/24/2025
This guide was translated into English by AI from the Korean version. View original (Korean)
A Wind Defender Assault Rifle Burst 2 Nikke who secures survival with shields and single-target taunt and adds a damage-over-time increase buff.
Her priority is low compared to top meta Defenders and Burst 2 units, and only matters somewhat against bosses whose parts break often.
applies a shield based on final Max HP through the Struggle state at the start of battle. If she is not in Struggle when she uses her Burst Skill, the same shield is reapplied. Each time Struggle ends, a Max HP increase stacks up to 5 times.
applies taunt when her normal attacks land a set number of hits during Struggle. When allies including herself break parts, all allies get increased damage over time stacking up to 5 times, and at the same time the single enemy with the highest ATK takes damage over time.
restores shield HP while she is in Struggle, and grants herself a Max HP increase when she is not. It also grants all allies increased damage over time.
While the Struggle shield is up, keep landing normal attacks on the same enemy to fill 's taunt condition.
In boss fights with parts, check that the damage-over-time increase buff applies when allies break parts.
Auto is fine by default, but timing taunt and shield consumption by hand changes stability due to target spread and distance.
Lines up DoT damage and buff timing in lineups where damage-over-time support overlaps.
Her shield scales with final Max HP, so consider the value of HP-stat Harmony Cubes. Reload and ammo refill cubes keep her Assault Rifle firing to fill the taunt condition. If cube levels differ a lot, use the higher-level cube before the ranking.
Set Elemental Advantage damage and ATK as the baseline. As a Defender, add survival lines, and adjust Max Ammo lines to fit Assault Rifle play.
The Struggle shield and Max HP increase are both on , so raise S1 first. centers on taunt and the part-linked buff, so raise S2 next. holds shield recovery and the ally damage-over-time increase, so fill it last.
She is handy for filling the Burst 2 slot in story progress and early multi-squad setups. Against bosses with no parts or parts that rarely break, part of barely works. Her taunt is single-target, so her role shrinks in multi-enemy battlefields.
Her Burst Cooldown is 20 seconds, fitting early Burst 2 rotations.
She holds her spot with shields, Max HP increase, and taunt, with room to grant allies increased damage over time.
She has no proper healing skill and relies on shields, so she collapses quickly when the CP gap is large.
Her damage-over-time increase values and part-dependent triggers have clear limits compared to top meta supporters.