Important thing missed in regards to why Ethan's module is so high but the increase in bind duration to 3.5 means it's now as long as his attack speed, so he can perma-bind if lucky with his S2.
I think the reason some people ranked W's module high is the fact that she applies the stun before the damage. Increasing dmg to stunned enemies effectively amplifies her burst dps at s3 and avg dps at s2.
For Lumen, I reckon that he is mostly a dedicated healer. When he works, he is great, but most people just choose "kill the enemy before they kill you" as damage mitigation/healing.
As a medic, he usually doesn't stand in the frontline so his status resistance and negative taunt are pretty much useless. Moreover, in the future he'll get a better module that allows him to heal distant targets with 100% attack power instead of just 80%.
@@lamquan4970 I mean, with his skill 3 up, he is actually a very good meatshield on the frontline. Basically immortal tbh. Were he a ground medic instead, he would likely see lots of use as a wall
@@lamquan4970 For ranged enemy stalling. Sometimes your backline just cant handle both coming in at the same time, so just put him near the spawn point of enemy rangers, they pause to attack, and the faster they attack, the longer they get stalled. (Manfred, wink wink) Depend on the map and placement order and your units, you can kinda let him stall/shield range shot while protecting your own rangers. The niche is kinda specific, and for best performance, it works if your own sniper/caster out range the enemy, letting them have more time to hit the enemy while they are being stalled.
Mizuki and Manticore's modules are actually quite good. Mizuki's increases his damage output (his s3 still sucks tho) and Manticore's improve her s1's slow as well as her s2's damage output. I guess those modules got a low score cuz not many people use Mizuki and Manticore nowadays.
manticore module with s2 is really good too. the slowdown makes it so enemies get stunned earlier, more consistently and stay in the stun range for longer. making her crowd control more reliable and powerful
I mean, most of it might be more or less acurate because of the general consensius, but you can clearly tell it's a popularity contest in some specific cases, you can also clearly tell that some peoples voted for their overall idea of the operator strenght whithout having tested the module themself. A notable exemple for e would be flamebringer, yes the operator himself isn't a must-have, but for those who use it, his module is without a doubt, his HP increas talent goes from having to kill an enemy himself to having it die in the 4 adjacent tiles, it's night and day. I mean wtf matoimaru is in good while he's one tier lower despise his module being far more game changer for him... Same goes for every summoner, if you use them, their module deffinitely are a must have, all of them, +1 free unit on the field is way to good when using them, and Deepcolor having 8 unstead of 3 is absolutely indispensable. Another thing I find illarous, is how everyone will tell you how broken the AA Sniper modules are, what does it do? +15%damages against aerial enemies, you know the thing they never struggled to delete in the first place, "but it give them flat ATK so it's gud"... but then you have Tachanka, that have MORE flat ATK and a +10% damage on skill in mid... Logic? NAAAAAH. Ah and for W, I might have to test it so take it with a grain of salt, but from my experience with the seaborn dodge MF, the stun might apply befor the damages, because they NEVER dodged the hit that apply the CC, so it's possible that her tallent apply on her skill thelselves, but as I said, Might have to test, and I don't have her module upgraded yet.
As fas as I know, her stun indeed applied before damage instance, which means yes, her module should give additional damage to herself as well, and considering how high her nuke from S3 can get, just a liiiiitle bit that module stage 3 gives gonna be huge
Agreed about Flamebringer, but I still feel he's lacking something. Maybe a passive taunt? His hp pool is huge, would be nice from ranged 3nemies to be able to target him since you have to deploy him so early to stack his s2 and hp. That being said though, he's completely useless without his module and I was surprised to see it so low here.
As someone who adore and raised Reed, Her module should be a crime against humanity. It brings nothing to her compared to other charger. She is useless when you have someone like Vigna even Grani raised.
I got Reed skin b/c I can never justify raising her, but really like the character. The skin is her "E2" AFAIC. And it's a really nice skin -- love the book themes with her, Akafuyu, and others. Looking forward to her alter soon.
One issue I note with this whole polling process is that I've found that it can be difficult to gauge exactly how good a module is in practice without actually building and using it. Sure, you can do some math, but how many of the people rating, say, Kirara's module have ever actually used the operator, let alone built out her module? Out of morbid curiosity, I've dumped a ton of resources into Kirara to see if she's as bad as numbers make her seem, and, while she's certainly not winning any burst damage awards, she is downright indestructible in many cases, and her module is a huge boost to that. I now use her constantly because there's very often some enemy or another that will happily stand in her range hopelessly trying to take her down and just dropping the invincible gamer nerd in the middle of dangers that would tear most operators apart is hilarious. So like, I know you said outright in the video that everything should be taken with a massive grain of salt, but I do want to note that part of that is just that some modules/operators don't have enough players using them to get a good gauge of their power.
I don't know about that. I gave her hers and wasn't very impressed. Part of it is because it boosts some of the wrong things. Like I'd rather she get faster SP or attacks than slow. I'd rather she get atk than def. And then her S2 boosts the regen for when she's next to your other units, and not the loner part of it, which makes the S2 a pretty big waste all around, as she'll likely be in healer range then anyway. So, I like the hp boost, but the rest is just... not quite right. Which isn't to say the module system can't help her. Just give Ch'en hers at rank 2 and Kirara becomes much better ;)
It's funny, after forcing Kirara into everything for a couple months, I've found that I sort of agree that her module boosts the wrong things, but that's because I'd rather it give her taunt and/or "damage nearby enemies for the amount regenerated by talent", so she can more readily lean into her survivability, rather than worrying about her direct damage capabilities. The other thing that I've found fun is simply putting all four ambushers in a squad because the slows from their modules and manticore S1 stack, and very little survives passing through a corridor with all of them. Kirara as the final deploy can often keep the other three perfectly safe.
For W module, she apply stun before she does damage with skills so that's a huge buff, and the dmg buff in her range appli also for other operators and include other operator stuns. So yeah it's a really strong module
Whisperain's module is gamechanging for her - people who actually play Whisperain know how much value is in this module and people who voted on it ether don't play Whisperain or don't have the Operator, I just feel like she got slandered quite bad in this tier list
Soon.. they'll add new Lumen module the one that remove atk reduction on farther allies + the extra heal talent for allies that recieve a negative status (8sec cooldown)
@@mustafaamraan8110 yes this is the better module for him, you can still getting a good status resistance from his basic talent.. you better build that module as soon as possible the moment the module released.. the future CC would be an icy ground (from break the ice event)
Lumens module is hardly relevant tough He heals before the module and he still heals after the module Its actually much better to not get this module at all as it wastes mats on what essentially is just over healing
I think some of the things in the list might have been skewed. Like people putting 6-7 for modules that are amazing at level 1 but beyond that are not as good. For example Phantom, level 1 I think is necessary for him beyond that I could see why people rated it lower. I think having additional context like what max level the modules should be? W module is interesting because the damage/boost from stun is applied before her damage goes off. For W whom only deals in physical damage, it is a very big boost to her personal damage. Additionally All her skill stun, meaning for a few seconds she boosts all physical damage in her range. Additionally the stun does not have to be provided by her, just in her range to boost the damage. If you use W then her module is a must. Some modules have bad and good usefulness based on use case. For example Dusk first module increase her damage stacks and range. Really good if you use skill 1 on longer maps like annihilation etc. While her 2nd module fixes some SP issues and works if you use her as a stall with skill 3. Both are good and bad depending on how people prefer to use operators. Lastly, even though people rate it low, I love Angelina's Gravity Calibration Module. First off I usually use her skill 3 anyway and having longer slow makes that skill rock even more and she has little sp issues specially if you use Ptilopsis/Suzuran anyway. That 40s hp regen is a lot try using Skalter skill 3 without a healer, she ends up staying above 80% health. Also IS2 run on a mist map, when angelina skill was down allies were actually healing in the mist without a healer. It affects all allies, that means NPC like the shield guards, and civilians and affects Musha guards and summons as well.
if you ask me, Lees module is must have. Considering his kinda-sorta crowd-control, insane dodge (also he ignores statuses) and really good damage, its in players interest to keep him on the field as much as possible and ithout it even murtle+elisium couldnt manage it. He carried lots of missions for me, even tanked some enemies soo...
I really wonder what this list would look like now, 7 months later. With so many new modules and so many operators getting module changes, and many people having much more time to build and try out modules.
Most 5*s suffer from high investment and low gain. If you can afford to max a flamebringer, you can afford to max a NTR knight. Low rarity ops are only worth it early game. The only exceptions are: Bibeak, All reaper guards, Lappland, Ptilopsis, Warfarin, Ethan, Jaye, Gravel, Kafka (needs no investment), Shamare, Blacknight, Cantabile, Myrtle, Elysium, and Beanstalk.
@@kuratse205 Gummy, Honeyberry (best elemental healer on global), Texas, Amiya (boss killer for newer players), Coura (the stall master), Yato (for when the CC map stops you from using Gravel), Lancet (bypasses deployment limit), Mousse... I'd also say Whisperain is worthwhile, for those that lack Lumen, and I'd say she's still useful even if you do have him. The rogue-like also adds a lot of value to various lower rarity ops, especially three stars. Besides Gummy who is all around handy to have raised, and Amiya, who is handy because she lets you use a caster pick to get a guard, or vice-versa, there's Kroos, Ansel/Hibiscus, Midnight, Fang/Vanilla, Orchid, Perfumer, and Podenco... you'll wind up picking up several of these ops and using them throughout much of most runs. Of course, the three stars aren't getting E2'd or modules, but still, they are worth leveling, as they are handy both for new players and more long term ones.
@@Axterix13 Most of these ops get outshined by better 6*s. Sure, IS2 gives 3*s incredible value, and 4*s some value if you have the -2hope cost on 4* recruitment, but doesnt really help 5*s, and Ling exists. But yeah, I forgot honeyberry and cuora existed, those two are berry important units even when you have a lot of 6*s. All vanguards except flagbearers, bagpipe, and agents, are now practically useless, unless used specifically for their niche cases. And most medics that cant fill a niche or do dmg are out of a job, since self sustain is everywhere.
I’d say both Skadi Modules should’ve ended in 8+/10 because she gets two different play styles - a redeploy specialist like or Big guy killer. The problem is that with S3M3 she can still duel big lads with no problem without moist bag.
Yea, and throw out scores outside several stdev... 2 or 3. For a range as small as 10, I might go with 2. Also limit users' points. Such that they have a total of 5pts * n operators. So that the average for all scores must be 5. And maybe add more granularity, like half marks -- 1.5, 3.5, etc.
Ah a fellow man of culture. An abyssal team's survivability is something to behold. Even Andreana (a sniper!!) has almost 3K HP, not to mention the damage reduction from Gladiia's module.
Mlemishine's lv3 module sucks cuz she gains 3sp when a Kazimierz operator is deployed, meaning you have to bring Kazimierz operators and deploy them repeatedly, which is impractical. Moreover, Mlemishine herself doesn't have any noteworthy skill that is worth going though that much trouble.
Jaye and Lee mods are pretty amazing. Jaye especially for IS -- module makes him god-like in IS. Amazing damage + healing + fast redeploy ... and no longer killing your DP generation? Big win. He's a carry unit once E2 is obtained in IS. Not even Myrtle has that kind of impact as a 4* in IS.
A pot5 Bagpipe at stage 3 makes her a helidrop unit. With only 1s downtime between deployment and s3 activation. The module just improves what makes her good; helidropping and dp gen. A maxed out bagpipe was necessary for many top end CC clears, due to the sheer power of her s3 and +sp to vanguards.
Oh ok. I was surprised that I didn't see Shining's module in the must have tierlist. But since the module was only in CN rn, I guess it makes sense not to be included in tier list. (For those who don't know) the module increases her defense boost from 60 to 100, with s3 its 200 def boost which decreases Aak's total damage by 3000. an operator with base 100 def would only take 1500 damage from aak. She can make the kroos be able to survive aak just by herself which reduces required operators for Aak buff. This buff lets you use Skalter s3 instead of s2 for buff armies. (if you don't want to or can't take an additional defense buffer) I think this is a game changer
Iris module is vastly overrated, because her base 3 stored attacks perfectly matches the sleep time of her second skill, which also makes the 4th stored attack of the module kind of hard to achieve on a regular basis, unless using skill one, which makes the module kind of useless most of the time. Leizi is still the worst module out there, because it does literally nothing 50% of the time and becomes just an expensive stat boost. Kirara and especially Bena on the other hand are underrated. For Kirara the module gives her some, much needed, additional functionality with the slow and while level 2-3 are pretty useless (boosting her defensive stat and life regeneration, not really necessary) level one alone makes her bring so much more to the table than just some damage. Bena on the other hand is the absolute best doll keeper in the game when it comes to tanking and her module enhances her survivability to insane levels. Give her some healer and she can tank the most insane damage snipers can throw at your targets, no matter if arts or physical, stuff that not even defenders can withstand (nearly 50% flat damage reduction makes it possible to tank even some insane CC stuff). Bagpipe is also a bit overhyped, not because her module is bad, but her powerlevel is already so high that the change is not that big, even with her module being one of the best. My first level 3 modules were one of each rarity (for the pinboard mission, so I checked my leveled E2 operators and decided by impact): 6 star Ch'en, no question for me as I use her a lot in my attack recovery only line ups. 5 star Bena, I use Dollkeepers for their bait value and making Bena even tankier is completely in line with my usage of her. 4 star Perfumer, for sure not the best module, but it makes her strength even better (plus every little bit of extra stats is worth their weight in gold if you use her talent). I think modules are very expensive, and I doubt people that voted actually tried all the modules, there are some giant gamechangers that didn't even get recognition because they are for operators that not many people use or have built (Flamebringer for example).
Bagpipe stage 3 is actually underrated. Bagpipe is already strong enough as is, but at pot5 stage 3 s3m3, the downtime for s3 upon deployment is 1s. This allows ridiculous helidrop use cases that nothing else can do. This is most prevelant in top end CC, where some strategies require a maxed out bagpipe. The individual effect of the module is small, but when you consider what thresholds it changes, it is absolutely massive.
@@kuratse205 the problem in that it only applies for high CC lvl, which not a lot of people aiming for and people can just borrow her if they needed it so badly and save the mats for other units
@@zfarhans You can only bring one support unit. Most people have a pot1 bagpipe (3s wait time until s3 activation instead of 1s). You use support unit to bring a limited operator like ntr knight or a rarely built operator like mostima. Which places even more value on owning a stage 3 bagpipe, as it saves the support slot for someone else. Support slot > mats.
I'd say Whisperain's is rated too low. That it gives status resistance to herself, as well as reduced targeting priority, allowing you to drop the healer after the tank if need be, makes it a must have if you use her. Furthermore, it raises the regen on operators she heals, as well as giving it to herself full time. That better regen pairs nicely with her S2 and how it boosts her attack speed. Of course, the main thing is how much you use her. She's not top tier medic in that regard. But it should definitely be a "quite good" module. Lumen's I don't think is quite as worthwhile, though it offers the same lower targeting priority, but he is a stronger healer overall, so that makes it a bit of a wash, and I think he benefits more from the second module, which he doesn't have in global yet. I'd also say Manticore's is rated a bit too low. She's the ambusher who benefits the most from the 20% movement speed reduction, as it combines with her 50% slow from S1M3 to slow enemies by 60%. This matters more than for other operators, as slow is the reason you use her. So if you consider her useful enough to M3 her S1, you want her to be moduled. Kirara's does suck. What she really needs is attack speed or some way to get SP, since she wants to offend, but just can't. Furthermore, it doesn't raise her attack either, but instead focuses on hp (good fit, with her regen) and def (that should have been attack or atk speed). And the 20% movement speed reduction kind of means jack all, since if you want to stop enemies from progression, you'll use Manticore or Ethan, not Kirara. Furthermore, at rank 2, it boosts her regen when she is next to other friendly operators, and not the loner part. Which is just sucky., because she's probably in range of a healer in that situation. So that essentially means you have to pay extra for the benefits of rank 3. Simply put, the best module to help Kirara is Ch'en having hers at rank 2. Her own module is definitely pretty bad. I'd say Gummy's is also rated a bit too low. She's a handy tank for the rogue-like mode, able to handle pretty much all your tanking needs there at a low Hope cost. The 250 hp means you can get her over 3k hp, good for that 3k nuke drop, and she'll heal herself back up faster. And she goes from an 18% stun chance to 26%, with it lasting 50% longer as well. And the other factor to keep in mind is that, because she's a four star, the module is cheap to up. So you get a pretty nice bang for the buck, for a unit that is pretty useful. Overall, Nearl's might be stronger, but, well, the healing defenders I almost always use are Saria and Gummy. So Gummy's is a much better value than Nearl's. Lower cost, more use.
tbh, I think Whisperain is rated low because people think "Instead of lower targeting priority, just redeploy them in different orders" without recognizing the situations you'd want to deploy a medic in a dangerous zone or break regular deployment order, combined with "She's 5-star, just use the 6-star instead"
The flat ATK buff and the additional 3%/5% ATK for her talent to her attack given by her module upgrade is actually quite a sizable upgrade since she needs every little ounce of ATK she can get. It also makes her shine in some stages like the Sal Viento Karst of CC where annoying enemies like the infamous explosive eggs need to be dispatched quickly and safely due to the talent value getting doubled.
The main reason for Irene's module being lowly rated is because the base effect of the other class(like Chen's one) is 10% skill DPS which alone is better than her current module right now
Because of the upgrades. Mizuki's modules are good but nothing too broken, the damage one allows mizuki to bind 3 enemies with skill 2, while the survivability one allows him to use S3 without heals. The problem with mizuki as an operator in general, and why he's not used a lot despite being good, is that he half bakes damage and crowd control, being ok in both but amazing in neither. Ethan on the other hand provides almost exclusively crowd control, and the module is a huge step up. It's not uncommon that a Ethan with module will, by himself, completely stop a enemy rush for 25 seconds straight, and he can better capitalize on the base slow with the bind, not to mention the module is 4 times cheaper. All this said, both operators are good, don't let anyone dissuade you from playing who you like.
I'll leave some showcases of both so you can see where they shine. Mizuki: czcams.com/video/cJ9kfj3CTbI/video.html Ethan: czcams.com/video/w4Je-yJPJBk/video.html
i really hate the fact that module upgrade are combination of Favoritism and Discrimination at the same time. but leave that aside, the reason why Blemishine and Lumen in Mid tier are two reason. For Blemishine : in order to gain SP, you have to drop 1 Kazemier Operator, indeed it's nice, but not practical. so ask yourself, is it worth to drop Gravel every single time just for SP+? and in terms of gameplay esp CC, you're avoid to play redeploy for sake of Rotation + once you meet -DP regen then....you''re screwed. plus, Blemishine didn't have trouble with SP either since she's basically have 2 source of gain SP start from E1 anyway. So grab Lvl 1 for 15% damage reduction instead for survivability and save it for something or someone else. For Lumen on the otherhand : Resilience is Super niche, can be nice and not nice to have. However, CC effect is super rare condition even in CC, the module Upgrade also Optional for big beatstick purpose, but the upgrade remain situational at best. 2nd, Less likely being target is easly being fixed by deployment Order in casual gameplay bcs there's no way you put medic in frontline. This effect also can be good for CC, but for in CC play, the best way to win the CC is kill them, before they killing you, since stat debuff are always there in CC and not mention we have limited space operator anyway. Even casual rarely involve wide range medic (Ignoring Waifu / Husbando Bias) bcs most of the time, one medic / Defender Medic does it's jobs at end of the day.
I agree that blemishine’s module should be higher more for the dr similar to Gladia, while it’s only 15% and only for herself. All abyssal modules are stupid busted so I think it’s still at least good. The sp recovery is dependent on constant deployment of kazimiers operators which realistically doesn’t work like you would like since only gravel or nearlter have a reason to be constantly deployed and even then the consistency is just not there. So the base effect is really good, but the upgrades are pretty mid imo.
I think part of the reason Blemishine's Module is low is because she has little issues with SP generation given her talent. Honestly Level 1 is good for the damage reduction for tanking but if you run a Knight team then it is a really good module almost must have.
I think Instructor Y modules, while mostly useless, are somewhat useful for SSS. It'd definitely rank Dobermann a bit higher than some of the lower modules that are currently ranked higher than her, especially since she's relatively cheap in terms of DP. It's still a pretty mid module tho
Lumen probably falls in the meh tier cause alot of the most broken ops just dont need a healer for the most part. And for elem damage, they just use someone with self sustain to bait or outright just kill whatever's doing the damage
If you remove operators that you wouldn't wanna build before their module releases, it's really only Bagpipe and Ling in the must have tier. The rest are rarely worth it unless you already have the operators and E2-ed them. I guess you can argue that Gladiia is free. But I missed both of her event, so not for me:/
Gladiia was worth building before her module as well. She's the best puller, by far, being still plenty cheap, but doing more damage, and having that regen, and a third situational pull skill. She's just a good, solid unit, all around, and the only puller you can consider playing even when pulling won't drop stuff into a pit. She's definitely worthy of E2'ing, even without her module. And her module is just one of those that makes her better at everything she does.
Blemishine's skill only works of DEF recovery skills, Ch'en's works on both DEF and OFF recovery which makes it applicable to a lot more units (Blemi primarily gets paired with Mudrock). On top of that Blemi is a more niche operator and while the 15% damage reduction is very good in some situations its just less universally applicable than a flat damage buff. I wonder how this polling was effected by the applicability of modules at different levels, I would say Lee's module level 1 is a must have, but his 2nd and 3rd levels are pretty minor.
Blemishines module upgrade is only for herself (and only on Kazimierz deployment), which makes her module highly specialized and boxes you in if you want to make use of it. In addition, even with 15% reduction, Blemishine isn't really a great tank, she is used as a buffer for on hit skills (which are way rarer than on attack), for her heals, or her specialty use (sleep), the module does little to enhance these strengths.
@@zomfgroflmao1337 As a Kazimierz team player, I consider her module is bad, like, real bad, +3sp per Kaz op deploy is almost negligible, the only op that could help her make use of that is Gravel, but most of the time, to deploy gravel to help Margaret redeploy faster, not for Blemishine +3sp, that'd be stupid, I was really looking forward to the talent buffs from that module, but instead of giving +2sp on attack or 1.5sp or 1sp per 3s, they had decided to give the most unnecessary buff I have ever seen One more thing, that +3sp has a delay of 1s after you deploy a Kaz op, so if you retreat Gravel too fast after you deploy her (which is supposed to be a good thing since it helps reduce redeploytime better), you will not get 3sp for Blemishine.
@@qgvinh8614 Yeah, that Blemishine module is really bad, makes me really wonder if Hypergryph just wants the Abyssal Hunters to be that op faction, given how garbage Kazimierz synergies are in comparison.
@@zomfgroflmao1337 Levels 2 and 3 give SP to anyone with a DEF Recovery skill whenever they attack. Its part of why she is popular to use with Mudrock (along with being able to heal Mudrock), only the bit about when deploying Kazimerierz operators in limited to her.
Do y’all not have W? Idk why y’all don’t see the value of her module it’s a nice module that boosts her damage and basically allows her to blow anything up with her S2 on certain maps
I'm sad that i didn't bother to do specter event at the time (to get gladia) bcz kind of busy at the time :(... I just gacha for spalter and after I get her, I just quit the game for month. now I feel sad that gladia is the last ops that i really need (for my alt account, my main account doesn't have spalter LOL) to make spalter into a perfect killing machine :') hoping she'll come back this year at least.
@@Vincentxlll6 yep i played it on my main account, didn't bother to do it on my alt (lol), the undertides event came out like nov 2022 (rerun (?), i don't exactly know how long arknight make a rerun for event but i think it's more than a years.
to the people who voted kirara for kinda bad I will find you and I will do bad things. if you dont believe me check tortoise-chans cc10 clear for vifer tourney or other aegir clears for cc10
I can't believe you didn't talk about Gladiia's module upgrades, only the default module. Nothing about the increased HP regen from her talent? Nothing about the unconditional physical and arts damage reduction for all abyssal hunters?
I don't get if this list is how good the module is for the op or how good the op is as a whole. Or simply popularity list. Like specter module y is just useless without AH squad and is just mid without AH only. And Leizi module boost her performance just as much as specalter X does to specalter. And noway fartooth Y is not the worst garbage ever
@@BoostStreams andreanas module doesnt seem that insane until you realize the absurd synergy with AH squad as its litterally a free 20/22% dps increase Also the 15% extra damage from her almost 4.5k s2 hits like a truck
So im probably gonna get shit on for this take, but lings module is only good because ling herself is so good. If ling's summons werent walls of stats ppl would probably only rate a module with those effects at around a mid tier. But it doesnt matter anyways cause the end result is lings summons are wall of stats so her even 1 more slot is insanity.
@@dragonfirekidgaming1404 Yes thats true but you dont understand just HOW much it impacts lings overall performance to be able to make more of those stat walls dude
@@dragonfirekidgaming1404 Ling's is so good because of how well it synergizes with her kit. Yes, she's already strong, but her entire playstyle is to solo maps, so a mod that lets her do that better is big. It also lets her get to her third big dragon, which is a substantial upgrade. It's a simple mod, but it's hard to argue how fundamental it is for her.
Thanks for watching! What's your favorite module?
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Kinda weird that eunectes and mostima is there since they litterally hardly fixed something
exu's module where?
Important thing missed in regards to why Ethan's module is so high but the increase in bind duration to 3.5 means it's now as long as his attack speed, so he can perma-bind if lucky with his S2.
I think the reason some people ranked W's module high is the fact that she applies the stun before the damage. Increasing dmg to stunned enemies effectively amplifies her burst dps at s3 and avg dps at s2.
Special shout out to meteorites module for almost doubling her crit chance from 30% to 50%
I already up her full, tbh increase her crit to 50% quite good so she can crit more
At the end of the day, modules are reserved to the characters you play the most and if you want them to be stronger
Gladiia and Spalter modules lowkey changed who I play the most though.
It's a fun and ridiculous combination, especially when going into stages blind.
For Lumen, I reckon that he is mostly a dedicated healer. When he works, he is great, but most people just choose "kill the enemy before they kill you" as damage mitigation/healing.
As a medic, he usually doesn't stand in the frontline so his status resistance and negative taunt are pretty much useless. Moreover, in the future he'll get a better module that allows him to heal distant targets with 100% attack power instead of just 80%.
@@lamquan4970 I mean, with his skill 3 up, he is actually a very good meatshield on the frontline. Basically immortal tbh. Were he a ground medic instead, he would likely see lots of use as a wall
@@jackvalior "Less likely to be attacked" means enemies are more likely to attack other operators instead, so how can he be a good meatshield?
@@lamquan4970 For ranged enemy stalling. Sometimes your backline just cant handle both coming in at the same time, so just put him near the spawn point of enemy rangers, they pause to attack, and the faster they attack, the longer they get stalled. (Manfred, wink wink)
Depend on the map and placement order and your units, you can kinda let him stall/shield range shot while protecting your own rangers. The niche is kinda specific, and for best performance, it works if your own sniper/caster out range the enemy, letting them have more time to hit the enemy while they are being stalled.
@@jackvalior I kinda get it yet not get it at the same time since I'm not used to complicated tactics, but thanks for the info..
Mizuki and Manticore's modules are actually quite good. Mizuki's increases his damage output (his s3 still sucks tho) and Manticore's improve her s1's slow as well as her s2's damage output. I guess those modules got a low score cuz not many people use Mizuki and Manticore nowadays.
agreed i came here to comment this
manticore module with s2 is really good too. the slowdown makes it so enemies get stunned earlier, more consistently and stay in the stun range for longer. making her crowd control more reliable and powerful
I mean, most of it might be more or less acurate because of the general consensius, but you can clearly tell it's a popularity contest in some specific cases, you can also clearly tell that some peoples voted for their overall idea of the operator strenght whithout having tested the module themself.
A notable exemple for e would be flamebringer, yes the operator himself isn't a must-have, but for those who use it, his module is without a doubt, his HP increas talent goes from having to kill an enemy himself to having it die in the 4 adjacent tiles, it's night and day. I mean wtf matoimaru is in good while he's one tier lower despise his module being far more game changer for him...
Same goes for every summoner, if you use them, their module deffinitely are a must have, all of them, +1 free unit on the field is way to good when using them, and Deepcolor having 8 unstead of 3 is absolutely indispensable.
Another thing I find illarous, is how everyone will tell you how broken the AA Sniper modules are, what does it do? +15%damages against aerial enemies, you know the thing they never struggled to delete in the first place, "but it give them flat ATK so it's gud"... but then you have Tachanka, that have MORE flat ATK and a +10% damage on skill in mid... Logic? NAAAAAH.
Ah and for W, I might have to test it so take it with a grain of salt, but from my experience with the seaborn dodge MF, the stun might apply befor the damages, because they NEVER dodged the hit that apply the CC, so it's possible that her tallent apply on her skill thelselves, but as I said, Might have to test, and I don't have her module upgraded yet.
As fas as I know, her stun indeed applied before damage instance, which means yes, her module should give additional damage to herself as well, and considering how high her nuke from S3 can get, just a liiiiitle bit that module stage 3 gives gonna be huge
Yes people are delusional about W her module is definitely a good thing to have
Agreed about Flamebringer, but I still feel he's lacking something. Maybe a passive taunt? His hp pool is huge, would be nice from ranged 3nemies to be able to target him since you have to deploy him so early to stack his s2 and hp.
That being said though, he's completely useless without his module and I was surprised to see it so low here.
@@marielcarey4288 period Mrs. Carey
@@crownx3843 😭
As someone who adore and raised Reed, Her module should be a crime against humanity. It brings nothing to her compared to other charger. She is useless when you have someone like Vigna even Grani raised.
I got Reed skin b/c I can never justify raising her, but really like the character.
The skin is her "E2" AFAIC. And it's a really nice skin -- love the book themes with her, Akafuyu, and others.
Looking forward to her alter soon.
One issue I note with this whole polling process is that I've found that it can be difficult to gauge exactly how good a module is in practice without actually building and using it. Sure, you can do some math, but how many of the people rating, say, Kirara's module have ever actually used the operator, let alone built out her module?
Out of morbid curiosity, I've dumped a ton of resources into Kirara to see if she's as bad as numbers make her seem, and, while she's certainly not winning any burst damage awards, she is downright indestructible in many cases, and her module is a huge boost to that. I now use her constantly because there's very often some enemy or another that will happily stand in her range hopelessly trying to take her down and just dropping the invincible gamer nerd in the middle of dangers that would tear most operators apart is hilarious.
So like, I know you said outright in the video that everything should be taken with a massive grain of salt, but I do want to note that part of that is just that some modules/operators don't have enough players using them to get a good gauge of their power.
I don't know about that. I gave her hers and wasn't very impressed. Part of it is because it boosts some of the wrong things. Like I'd rather she get faster SP or attacks than slow. I'd rather she get atk than def. And then her S2 boosts the regen for when she's next to your other units, and not the loner part of it, which makes the S2 a pretty big waste all around, as she'll likely be in healer range then anyway. So, I like the hp boost, but the rest is just... not quite right.
Which isn't to say the module system can't help her. Just give Ch'en hers at rank 2 and Kirara becomes much better ;)
It's funny, after forcing Kirara into everything for a couple months, I've found that I sort of agree that her module boosts the wrong things, but that's because I'd rather it give her taunt and/or "damage nearby enemies for the amount regenerated by talent", so she can more readily lean into her survivability, rather than worrying about her direct damage capabilities.
The other thing that I've found fun is simply putting all four ambushers in a squad because the slows from their modules and manticore S1 stack, and very little survives passing through a corridor with all of them. Kirara as the final deploy can often keep the other three perfectly safe.
For W module, she apply stun before she does damage with skills so that's a huge buff, and the dmg buff in her range appli also for other operators and include other operator stuns.
So yeah it's a really strong module
Whisperain's module is gamechanging for her - people who actually play Whisperain know how much value is in this module and people who voted on it ether don't play Whisperain or don't have the Operator, I just feel like she got slandered quite bad in this tier list
Soon.. they'll add new Lumen module the one that remove atk reduction on farther allies + the extra heal talent for allies that recieve a negative status (8sec cooldown)
This one is better module for him right?
@@mustafaamraan8110 yes this is the better module for him, you can still getting a good status resistance from his basic talent.. you better build that module as soon as possible the moment the module released.. the future CC would be an icy ground (from break the ice event)
Awesome
Lumens module is hardly relevant tough
He heals before the module and he still heals after the module
Its actually much better to not get this module at all as it wastes mats on what essentially is just over healing
@@kyarumomochi5146he heals? No way
I think some of the things in the list might have been skewed. Like people putting 6-7 for modules that are amazing at level 1 but beyond that are not as good. For example Phantom, level 1 I think is necessary for him beyond that I could see why people rated it lower. I think having additional context like what max level the modules should be?
W module is interesting because the damage/boost from stun is applied before her damage goes off. For W whom only deals in physical damage, it is a very big boost to her personal damage. Additionally All her skill stun, meaning for a few seconds she boosts all physical damage in her range. Additionally the stun does not have to be provided by her, just in her range to boost the damage. If you use W then her module is a must.
Some modules have bad and good usefulness based on use case. For example Dusk first module increase her damage stacks and range. Really good if you use skill 1 on longer maps like annihilation etc. While her 2nd module fixes some SP issues and works if you use her as a stall with skill 3. Both are good and bad depending on how people prefer to use operators.
Lastly, even though people rate it low, I love Angelina's Gravity Calibration Module. First off I usually use her skill 3 anyway and having longer slow makes that skill rock even more and she has little sp issues specially if you use Ptilopsis/Suzuran anyway. That 40s hp regen is a lot try using Skalter skill 3 without a healer, she ends up staying above 80% health. Also IS2 run on a mist map, when angelina skill was down allies were actually healing in the mist without a healer. It affects all allies, that means NPC like the shield guards, and civilians and affects Musha guards and summons as well.
esp in modes like IS, if you have those artifacts that increase stun duration W's module paired with a stun team can really destroy
if you ask me, Lees module is must have. Considering his kinda-sorta crowd-control, insane dodge (also he ignores statuses) and really good damage, its in players interest to keep him on the field as much as possible and ithout it even murtle+elisium couldnt manage it. He carried lots of missions for me, even tanked some enemies soo...
I really wonder what this list would look like now, 7 months later. With so many new modules and so many operators getting module changes, and many people having much more time to build and try out modules.
How the hell Flamebringer module is lower than Matoimaru module when they do the same thing but Flamebringer one is much more game changing ?
Probably cuz Matoimaru is cheaper to build so more people use her than Flamebringer.
Most 5*s suffer from high investment and low gain. If you can afford to max a flamebringer, you can afford to max a NTR knight.
Low rarity ops are only worth it early game. The only exceptions are: Bibeak, All reaper guards, Lappland, Ptilopsis, Warfarin, Ethan, Jaye, Gravel, Kafka (needs no investment), Shamare, Blacknight, Cantabile, Myrtle, Elysium, and Beanstalk.
@@kuratse205 Gummy, Honeyberry (best elemental healer on global), Texas, Amiya (boss killer for newer players), Coura (the stall master), Yato (for when the CC map stops you from using Gravel), Lancet (bypasses deployment limit), Mousse... I'd also say Whisperain is worthwhile, for those that lack Lumen, and I'd say she's still useful even if you do have him.
The rogue-like also adds a lot of value to various lower rarity ops, especially three stars. Besides Gummy who is all around handy to have raised, and Amiya, who is handy because she lets you use a caster pick to get a guard, or vice-versa, there's Kroos, Ansel/Hibiscus, Midnight, Fang/Vanilla, Orchid, Perfumer, and Podenco... you'll wind up picking up several of these ops and using them throughout much of most runs. Of course, the three stars aren't getting E2'd or modules, but still, they are worth leveling, as they are handy both for new players and more long term ones.
@@Axterix13 Most of these ops get outshined by better 6*s. Sure, IS2 gives 3*s incredible value, and 4*s some value if you have the -2hope cost on 4* recruitment, but doesnt really help 5*s, and Ling exists.
But yeah, I forgot honeyberry and cuora existed, those two are berry important units even when you have a lot of 6*s.
All vanguards except flagbearers, bagpipe, and agents, are now practically useless, unless used specifically for their niche cases. And most medics that cant fill a niche or do dmg are out of a job, since self sustain is everywhere.
I’d say both Skadi Modules should’ve ended in 8+/10 because she gets two different play styles - a redeploy specialist like or Big guy killer.
The problem is that with S3M3 she can still duel big lads with no problem without moist bag.
Standard deviation would've also been interesting to see
yeah and where's the median??? or even a graph?!
Wow mathematics
Yea, and throw out scores outside several stdev... 2 or 3. For a range as small as 10, I might go with 2.
Also limit users' points. Such that they have a total of 5pts * n operators. So that the average for all scores must be 5. And maybe add more granularity, like half marks -- 1.5, 3.5, etc.
I've just completed my Abyssal Hunter team, with Gladiia's X, Specter's Y and Skadi's Y being my absolute must haves.
Ah a fellow man of culture.
An abyssal team's survivability is something to behold. Even Andreana (a sniper!!) has almost 3K HP, not to mention the damage reduction from Gladiia's module.
Mlemishine's lv3 module sucks cuz she gains 3sp when a Kazimierz operator is deployed, meaning you have to bring Kazimierz operators and deploy them repeatedly, which is impractical. Moreover, Mlemishine herself doesn't have any noteworthy skill that is worth going though that much trouble.
I suppose you could spam Gravel, which could also have a use if you have her module and need to refresh NTR's S2 faster.
Jaye and Lee mods are pretty amazing.
Jaye especially for IS -- module makes him god-like in IS.
Amazing damage + healing + fast redeploy ... and no longer killing your DP generation? Big win. He's a carry unit once E2 is obtained in IS. Not even Myrtle has that kind of impact as a 4* in IS.
I'm surprised with Bagpipe. It's about 7/10 for me cuz she's still doing well without it, maybe stage 1 to get 2dp/kill
A pot5 Bagpipe at stage 3 makes her a helidrop unit. With only 1s downtime between deployment and s3 activation.
The module just improves what makes her good; helidropping and dp gen. A maxed out bagpipe was necessary for many top end CC clears, due to the sheer power of her s3 and +sp to vanguards.
Can u leave the link to the poll in the comments so that we can see the score of each op
Oh ok. I was surprised that I didn't see Shining's module in the must have tierlist. But since the module was only in CN rn, I guess it makes sense not to be included in tier list.
(For those who don't know) the module increases her defense boost from 60 to 100, with s3 its 200 def boost which decreases Aak's total damage by 3000. an operator with base 100 def would only take 1500 damage from aak. She can make the kroos be able to survive aak just by herself which reduces required operators for Aak buff. This buff lets you use Skalter s3 instead of s2 for buff armies. (if you don't want to or can't take an additional defense buffer) I think this is a game changer
for new player many ppl respective of the module really impactful so thank you for video
Iris module is vastly overrated, because her base 3 stored attacks perfectly matches the sleep time of her second skill, which also makes the 4th stored attack of the module kind of hard to achieve on a regular basis, unless using skill one, which makes the module kind of useless most of the time.
Leizi is still the worst module out there, because it does literally nothing 50% of the time and becomes just an expensive stat boost.
Kirara and especially Bena on the other hand are underrated. For Kirara the module gives her some, much needed, additional functionality with the slow and while level 2-3 are pretty useless (boosting her defensive stat and life regeneration, not really necessary) level one alone makes her bring so much more to the table than just some damage. Bena on the other hand is the absolute best doll keeper in the game when it comes to tanking and her module enhances her survivability to insane levels. Give her some healer and she can tank the most insane damage snipers can throw at your targets, no matter if arts or physical, stuff that not even defenders can withstand (nearly 50% flat damage reduction makes it possible to tank even some insane CC stuff).
Bagpipe is also a bit overhyped, not because her module is bad, but her powerlevel is already so high that the change is not that big, even with her module being one of the best.
My first level 3 modules were one of each rarity (for the pinboard mission, so I checked my leveled E2 operators and decided by impact):
6 star Ch'en, no question for me as I use her a lot in my attack recovery only line ups.
5 star Bena, I use Dollkeepers for their bait value and making Bena even tankier is completely in line with my usage of her.
4 star Perfumer, for sure not the best module, but it makes her strength even better (plus every little bit of extra stats is worth their weight in gold if you use her talent).
I think modules are very expensive, and I doubt people that voted actually tried all the modules, there are some giant gamechangers that didn't even get recognition because they are for operators that not many people use or have built (Flamebringer for example).
The 4 star module costs are also a life saver for Perfumer, as you say, and units like Indigo
It's interesting you say that about Leizi's module, because I've seen plenty of people say that her level 2 Module is amazing.
Bagpipe stage 3 is actually underrated. Bagpipe is already strong enough as is, but at pot5 stage 3 s3m3, the downtime for s3 upon deployment is 1s. This allows ridiculous helidrop use cases that nothing else can do. This is most prevelant in top end CC, where some strategies require a maxed out bagpipe.
The individual effect of the module is small, but when you consider what thresholds it changes, it is absolutely massive.
@@kuratse205 the problem in that it only applies for high CC lvl, which not a lot of people aiming for and people can just borrow her if they needed it so badly and save the mats for other units
@@zfarhans You can only bring one support unit. Most people have a pot1 bagpipe (3s wait time until s3 activation instead of 1s). You use support unit to bring a limited operator like ntr knight or a rarely built operator like mostima.
Which places even more value on owning a stage 3 bagpipe, as it saves the support slot for someone else.
Support slot > mats.
I'd say Whisperain's is rated too low. That it gives status resistance to herself, as well as reduced targeting priority, allowing you to drop the healer after the tank if need be, makes it a must have if you use her. Furthermore, it raises the regen on operators she heals, as well as giving it to herself full time. That better regen pairs nicely with her S2 and how it boosts her attack speed. Of course, the main thing is how much you use her. She's not top tier medic in that regard. But it should definitely be a "quite good" module. Lumen's I don't think is quite as worthwhile, though it offers the same lower targeting priority, but he is a stronger healer overall, so that makes it a bit of a wash, and I think he benefits more from the second module, which he doesn't have in global yet.
I'd also say Manticore's is rated a bit too low. She's the ambusher who benefits the most from the 20% movement speed reduction, as it combines with her 50% slow from S1M3 to slow enemies by 60%. This matters more than for other operators, as slow is the reason you use her. So if you consider her useful enough to M3 her S1, you want her to be moduled.
Kirara's does suck. What she really needs is attack speed or some way to get SP, since she wants to offend, but just can't. Furthermore, it doesn't raise her attack either, but instead focuses on hp (good fit, with her regen) and def (that should have been attack or atk speed). And the 20% movement speed reduction kind of means jack all, since if you want to stop enemies from progression, you'll use Manticore or Ethan, not Kirara. Furthermore, at rank 2, it boosts her regen when she is next to other friendly operators, and not the loner part. Which is just sucky., because she's probably in range of a healer in that situation. So that essentially means you have to pay extra for the benefits of rank 3. Simply put, the best module to help Kirara is Ch'en having hers at rank 2. Her own module is definitely pretty bad.
I'd say Gummy's is also rated a bit too low. She's a handy tank for the rogue-like mode, able to handle pretty much all your tanking needs there at a low Hope cost. The 250 hp means you can get her over 3k hp, good for that 3k nuke drop, and she'll heal herself back up faster. And she goes from an 18% stun chance to 26%, with it lasting 50% longer as well. And the other factor to keep in mind is that, because she's a four star, the module is cheap to up. So you get a pretty nice bang for the buck, for a unit that is pretty useful. Overall, Nearl's might be stronger, but, well, the healing defenders I almost always use are Saria and Gummy. So Gummy's is a much better value than Nearl's. Lower cost, more use.
Thanks for the heads up on Whisper. If there's a stage that calls for healing, I prefer her over others.
tbh, I think Whisperain is rated low because people think "Instead of lower targeting priority, just redeploy them in different orders" without recognizing the situations you'd want to deploy a medic in a dangerous zone or break regular deployment order, combined with "She's 5-star, just use the 6-star instead"
I cant believe they're placing blemishine and fiammetta there..
The flat ATK buff and the additional 3%/5% ATK for her talent to her attack given by her module upgrade is actually quite a sizable upgrade since she needs every little ounce of ATK she can get. It also makes her shine in some stages like the Sal Viento Karst of CC where annoying enemies like the infamous explosive eggs need to be dispatched quickly and safely due to the talent value getting doubled.
The main reason for Irene's module being lowly rated is because the base effect of the other class(like Chen's one) is 10% skill DPS which alone is better than her current module right now
the thing is, she already does insane damages and ignore 50%deff, these 70 flat doesn't change anything in most cases.
Who they heck rated Gladiia module below 9???
Gladiia herself is only ok, nothing too powerful
Specter definitely has nutty modules
why is ethan module must have and mizuki module mild when they do the exact same thing? mizuki dealing more dmg in the process too
Because of the upgrades. Mizuki's modules are good but nothing too broken, the damage one allows mizuki to bind 3 enemies with skill 2, while the survivability one allows him to use S3 without heals. The problem with mizuki as an operator in general, and why he's not used a lot despite being good, is that he half bakes damage and crowd control, being ok in both but amazing in neither. Ethan on the other hand provides almost exclusively crowd control, and the module is a huge step up. It's not uncommon that a Ethan with module will, by himself, completely stop a enemy rush for 25 seconds straight, and he can better capitalize on the base slow with the bind, not to mention the module is 4 times cheaper.
All this said, both operators are good, don't let anyone dissuade you from playing who you like.
I'll leave some showcases of both so you can see where they shine.
Mizuki: czcams.com/video/cJ9kfj3CTbI/video.html
Ethan: czcams.com/video/w4Je-yJPJBk/video.html
So many operators and I can’t upgrade their module because of bullcrap stage
My mindset on why Blems module isn't a priority is where I pretty much find less opportunity to use her.
i really hate the fact that module upgrade are combination of Favoritism and Discrimination at the same time.
but leave that aside, the reason why Blemishine and Lumen in Mid tier are two reason.
For Blemishine : in order to gain SP, you have to drop 1 Kazemier Operator, indeed it's nice, but not practical. so ask yourself, is it worth to drop Gravel every single time just for SP+?
and in terms of gameplay esp CC, you're avoid to play redeploy for sake of Rotation + once you meet -DP regen then....you''re screwed. plus, Blemishine didn't have trouble with SP either since she's basically have 2 source of gain SP start from E1 anyway. So grab Lvl 1 for 15% damage reduction instead for survivability and save it for something or someone else.
For Lumen on the otherhand : Resilience is Super niche, can be nice and not nice to have. However, CC effect is super rare condition even in CC, the module Upgrade also Optional for big beatstick purpose, but the upgrade remain situational at best.
2nd, Less likely being target is easly being fixed by deployment Order in casual gameplay bcs there's no way you put medic in frontline. This effect also can be good for CC, but for in CC play, the best way to win the CC is kill them, before they killing you, since stat debuff are always there in CC and not mention we have limited space operator anyway. Even casual rarely involve wide range medic (Ignoring Waifu / Husbando Bias) bcs most of the time, one medic / Defender Medic does it's jobs at end of the day.
I like the ending screen
Wow, didn't know about chen module boosting sp recovery. Gonna go build it to increase my pink tactical nuke uptime.
Boosts SP recovery. but only for Offensive + Defensive SP.
I agree that blemishine’s module should be higher more for the dr similar to Gladia, while it’s only 15% and only for herself. All abyssal modules are stupid busted so I think it’s still at least good. The sp recovery is dependent on constant deployment of kazimiers operators which realistically doesn’t work like you would like since only gravel or nearlter have a reason to be constantly deployed and even then the consistency is just not there. So the base effect is really good, but the upgrades are pretty mid imo.
I think part of the reason Blemishine's Module is low is because she has little issues with SP generation given her talent. Honestly Level 1 is good for the damage reduction for tanking but if you run a Knight team then it is a really good module almost must have.
I think Instructor Y modules, while mostly useless, are somewhat useful for SSS. It'd definitely rank Dobermann a bit higher than some of the lower modules that are currently ranked higher than her, especially since she's relatively cheap in terms of DP. It's still a pretty mid module tho
Lumen probably falls in the meh tier cause alot of the most broken ops just dont need a healer for the most part. And for elem damage, they just use someone with self sustain to bait or outright just kill whatever's doing the damage
5:09 How good WHAT is? 😂
Pozyomka of course
If you remove operators that you wouldn't wanna build before their module releases, it's really only Bagpipe and Ling in the must have tier.
The rest are rarely worth it unless you already have the operators and E2-ed them.
I guess you can argue that Gladiia is free. But I missed both of her event, so not for me:/
Gladiia was worth building before her module as well. She's the best puller, by far, being still plenty cheap, but doing more damage, and having that regen, and a third situational pull skill. She's just a good, solid unit, all around, and the only puller you can consider playing even when pulling won't drop stuff into a pit. She's definitely worthy of E2'ing, even without her module. And her module is just one of those that makes her better at everything she does.
I'm sorry, I have seen it many times but I still couldn't find Shinning?
Yeah i couldn't find Texas
Blemishine's skill only works of DEF recovery skills, Ch'en's works on both DEF and OFF recovery which makes it applicable to a lot more units (Blemi primarily gets paired with Mudrock). On top of that Blemi is a more niche operator and while the 15% damage reduction is very good in some situations its just less universally applicable than a flat damage buff.
I wonder how this polling was effected by the applicability of modules at different levels, I would say Lee's module level 1 is a must have, but his 2nd and 3rd levels are pretty minor.
Blemishines module upgrade is only for herself (and only on Kazimierz deployment), which makes her module highly specialized and boxes you in if you want to make use of it. In addition, even with 15% reduction, Blemishine isn't really a great tank, she is used as a buffer for on hit skills (which are way rarer than on attack), for her heals, or her specialty use (sleep), the module does little to enhance these strengths.
@@zomfgroflmao1337 As a Kazimierz team player, I consider her module is bad, like, real bad, +3sp per Kaz op deploy is almost negligible, the only op that could help her make use of that is Gravel, but most of the time, to deploy gravel to help Margaret redeploy faster, not for Blemishine +3sp, that'd be stupid, I was really looking forward to the talent buffs from that module, but instead of giving +2sp on attack or 1.5sp or 1sp per 3s, they had decided to give the most unnecessary buff I have ever seen
One more thing, that +3sp has a delay of 1s after you deploy a Kaz op, so if you retreat Gravel too fast after you deploy her (which is supposed to be a good thing since it helps reduce redeploytime better), you will not get 3sp for Blemishine.
@@qgvinh8614 Yeah, that Blemishine module is really bad, makes me really wonder if Hypergryph just wants the Abyssal Hunters to be that op faction, given how garbage Kazimierz synergies are in comparison.
@@zomfgroflmao1337 Levels 2 and 3 give SP to anyone with a DEF Recovery skill whenever they attack. Its part of why she is popular to use with Mudrock (along with being able to heal Mudrock), only the bit about when deploying Kazimerierz operators in limited to her.
@@Linkusmax she doesnt need the module for the def recovery sp buff, lvl 2 and 3 only add the kazimierz self sp buff
ling module is perfect!
Do y’all not have W? Idk why y’all don’t see the value of her module it’s a nice module that boosts her damage and basically allows her to blow anything up with her S2 on certain maps
I simple man, I see Specter on highest tier, approved
5:11 is it only me or did he say p-
Nope, definitely wasn't me
I'm sad that i didn't bother to do specter event at the time (to get gladia) bcz kind of busy at the time :(... I just gacha for spalter and after I get her, I just quit the game for month. now I feel sad that gladia is the last ops that i really need (for my alt account, my main account doesn't have spalter LOL) to make spalter into a perfect killing machine :') hoping she'll come back this year at least.
Gladiia actually comes from Skalter's event, Under Tides so that's the rerun you need to watch for.
@@Vincentxlll6 yep i played it on my main account, didn't bother to do it on my alt (lol), the undertides event came out like nov 2022 (rerun (?), i don't exactly know how long arknight make a rerun for event but i think it's more than a years.
is Shining not on the list or am i tripping?
please make another module tier list
2:26
As a Ling SIMP and a Ling main, i highly approve :D
Should I max out bagpipes module
"But am not gonna drone bout how good 🐱 is in dis video"
The useless one is the one that i did not lvl up from lvl one
to the people who voted kirara for kinda bad I will find you and I will do bad things. if you dont believe me check tortoise-chans cc10 clear for vifer tourney or other aegir clears for cc10
... Did you just say 84% is almost guaranteed?
Yes
You're crazy, so the basis of this tier list is those 10,000 individuals you asked?
Yes
I can't believe you didn't talk about Gladiia's module upgrades, only the default module.
Nothing about the increased HP regen from her talent? Nothing about the unconditional physical and arts damage reduction for all abyssal hunters?
He did talk about it: "This module buffs her second talent, which gives all abyssal hunters HP recovery and 30% physical and arts damage resistance".
Min 5:09👀
Well, I can't say he's wrong
I don't get if this list is how good the module is for the op or how good the op is as a whole. Or simply popularity list. Like specter module y is just useless without AH squad and is just mid without AH only. And Leizi module boost her performance just as much as specalter X does to specalter. And noway fartooth Y is not the worst garbage ever
Bro Bing ChilLing is the best hero
You discovered the truth
wish i participated
What is a module?
Specter gladiia skadi and andreana has INSANE modules
Lings module is the only thing that challenges them lmao
Oh I'll have to take a look at andreana.
@@BoostStreams andreanas module doesnt seem that insane until you realize the absurd synergy with AH squad as its litterally a free 20/22% dps increase
Also the 15% extra damage from her almost 4.5k s2 hits like a truck
So im probably gonna get shit on for this take, but lings module is only good because ling herself is so good. If ling's summons werent walls of stats ppl would probably only rate a module with those effects at around a mid tier. But it doesnt matter anyways cause the end result is lings summons are wall of stats so her even 1 more slot is insanity.
@@dragonfirekidgaming1404 Yes thats true but you dont understand just HOW much it impacts lings overall performance to be able to make more of those stat walls dude
@@dragonfirekidgaming1404 Ling's is so good because of how well it synergizes with her kit. Yes, she's already strong, but her entire playstyle is to solo maps, so a mod that lets her do that better is big. It also lets her get to her third big dragon, which is a substantial upgrade. It's a simple mod, but it's hard to argue how fundamental it is for her.
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why do you have 920 sanity
Yes