Arknights: Mastery Priority Guide - Integrated Strategies Update | Arknights Wiki - GamePress

2022-05-28 16:32:32 By : Ms. Anita xin

Hello and welcome to TacticalBreakfast's long awaited update to the mastery guide for the Integrated Strategies #2, aka IS#2 or "the roguelike mode."

A few words before we dive in...

First, this guide is an advanced guide.  It is not meant to be an introduction to the mode.  If you have no idea what I'm talking about I suggest you read up on the mode in other guides more suited to that purpose.  I'll discuss some basics here that are particularly relevant to how units are graded, but just know that isn't the point of the guide.

Second, you're not likely to find any earth shattering revelations in here that aren't already available in the original guide.  Certainly there are some differences, or I wouldn't be writing this, but they tend to be the subtle sort, full of nuance.  Meta units are still meta, weak units are still weak, and ultimately the roguelike stages play the same as a normal stage.

Last, a note on SPOILERS.  It's impossible to write a guide on the mode that is completely spoiler-free.  There will be notes and allusions here.  It's unavoidable if it is to be useful.  However, there are no story spoilers here and I, for the most part, avoid going too specific on mechanics.  If you want the most pure experience possible, stop reading now (and probably avoid all other guides too...) but for the most part this guide should be sufficiently spoiler-free for most people.

A small bookkeeping note, it will take a couple of weeks to update the main guide and the operator pages, but it will happen.  The writeups will be slightly different than here since they have to seamlessly integrate all three grade types, but there won't be any new information.

So all that said, let's dive in!

Q:  What is the roguelike mode?  What is IS#2?

A:  If you're asking this question, this guide probably isn't for you.  The guide discusses the Mastery priority options for going further in the mode, which is a pretty advanced topic.  Masteries aren't something you should worry about until the mid-game at the earliest.  That isn't to say you shouldn't try the mode if you're early in the game.  You very much should!  It is fun and rewarding even if you're in the early game.  It's just that this guide focuses specifically on topics for later game progression with respect to the mode.

For reference "IS" stands for Integrated Strategies and is the formal in-game name of the mode.  IS#1 was Ceobe's Fungimist.  IS#2 is the next iteration, Crimson Solitaire.  The terms "roguelike" and "IS#2" are used interchangeably.  If you are already familiar with Ceobe's Fungimist, Crimson Solitaire is essentially the same thing with a fresh coat of paint.

Q:  When will IS#2 be released?

A:  As I write this, it has not been officially announced so we do not know with any certainty.  Schedule predictions are beyond the scope of this guide, but given we are roughly 6 months behind CN, most people expect IS#2 in early to mid-July.

Q:  I'm worried about the mode.  It sounds difficult.  How much preparation do I need to do?

A:  A lot less than you think.  Unlike last time, the mode is permanent.  The themes will rotate eventually, and with it the rewards ladder, but that rotation will take six months or more.  You have lots of time to attempt it and experiment.  But importantly, the main ladder rewards aren't locked behind completion.  Certainly the mode is difficult, but you aren't locked out of much at all if you can't complete it day one, week one, or even after several months.  Plus, as said, most of what's good in the main game is good here, so your overall game progression is still tightly tied to your roguelike progression.  So don't panic and don't waste your resources panic-investing!

Q:  Should I use this guide as a roguelike tier list?

A:  No... well, kind of.  More so than the original guide anyway.  My grading philosophy is much the same here as it is in the original guide.  That is to say, it doesn't just reflect meta strength (though it is a major factor), but also the value mastery has to that particular unit.  Normally this means my grades make a fairly poor tier list.  However, a lot of that grading basis comes from the fact that both story and CC can be done in multiple attempts at low or no cost.  In other words, efficient completion is less important.  That isn't nearly as true in the roguelike.  Although the rewards can mostly be grinded out without actually finishing the mode, few will be satisfied with that.  Attempts are more consuming too.  Although free in terms of resources, a full run can take an hour or more of real time.  Simply put, more people will care about meta efficiency here, which is reflected in the grades to a greater extent than for Story or Advanced modes.

Reflecting all that, the order here is first by class but then by what I generally see as the order of value (for example, why Myrtle is at the top of the Vanguard list), though note that this is not a strict tier list either.  Many roughly equal units are simply ordered in the order I had them written down.

Q:  What is the "relic meta" you occasionally refer to?  What does it mean when you say an operator "works well with common relics"?

A:  These are references to the most powerful relics in this iteration of the roguelike which increase ASPD.  It's often used facetiously because they're strong enough that hard mode can often be cleared with only a couple good units, and since there are multiple versions, they are relatively common too.  Certainly they are not the only way to beat the mode, and much of the ire of them comes from people relying too much on them, but still, their prevalence is reflected in many grades here.

There are other relics with powerful effects that can carry an entire run on their own too, though keep in mind this is not a relic guide.  Most do not affect Operator grades though, as it is very difficult to plan around specific relics and few have the outrageous impact of the ASPD relics.

Q:  What 3★s and 4★s should I raise in preparation?

A:  Honestly, I don't want to answer this question.  That's not really the point of this guide and since the mode is permanent, "preparation" is not required in the same way it was when the original roguelike ran!  That said though, this will be something a lot of people are interested in, so begrudgingly I will give my opinion on the best options in each category.  I highly suggest that everyone raise Myrtle and the 3★s in the top category.

3★ Best:  Ansel, Kroos, Midnight, Orchid, Spot, Steward, Fang

3★ Alright:  Cardigan, Hibiscus, Lava, Vanilla, Plume

3★ Don't bother:  Adnachiel, Catapult, Beagle, Popukar

Note with the 4★s, this does not necessarily mean they need to be E2 M3.  Most 4★s work just fine at high E1 SL7.  DO NOT feel compelled to invest a ton of resources in maxing out all of these units.

4★ Strong Options:  Jaye*, May, Click, Cutter**, Arene**, Ethan, Gravel, Beanstalk, Podenco

4★ Maybe Consider:  Deepcolor***, Gummy, Haze, Vermeil, Perfumer, Sussurro, Pinecone, Pudding***, Shirayuki, Utage, Vigna

4★ Luxury Options:  Courier, Cuora, Estelle, Dur-nar, Ambriel, Mousse, Roberta

*Jaye is a very strong operator in this mode, but he is still not mandatory and many people will still prefer not to raise him for his base skill.  I would personally suggest raising him, but that is a contentious opinion.

**The biggest drawback to Cutter and Arene are that they are Guards.  If you have a lot of the stronger Guards (Surtr, Thorns, SilverAsh, Nearl the Radiant Knight, etc) already you might find less use out of these two simply because Guard tickets are so valuable.  See other questions below for more on this topic.  This is less true for May despite the same heaviness of the class, since Snipers don't tend to be the 'carry' as much so she makes a better compliment early on.

***Unlike the other 4★ options, Deepcolor needs her module (and thus her E2) to be worth picking.  Check the Summoner discussion questions below.  Although not mandatory for Pudding, her module is a massive upgrade as well.

A:  That topic has a lot of nuance and would be a lengthy article on its own.  Generally the 5★s cost too much to raise to do specifically for mode preparation.  And given their higher Hope cost, most are stuck being alternatives to missing 6★s instead.

That said, the absolute best 5★s to consider are:  Ptilopsis, Silence, Warfarin, Projekt Red, Specter, Lappland, Bibeak, Shamare, April, La Pluma, Tequila, Mulberry, and Honeyberry.

Of course, there are a number of others to consider based on your team, which is largely discussed in the rankings.

Q:  What's the deal with Sniper / Guard Operator So-and-So's grade?  I thought So-and-So was really good.

A:  The thing with Guards and Snipers is that they are really dense classes.  There are tons of really good Guards and Snipers, which means some good units have a tough time standing out.  Take Broca for example.  Broca is an amazing unit with strong DPS, range, and Arts damage.  Yet there are so many of the most meta units ahead of him (Surtr, Thorns, Mountain, SilverAsh, Specter, La Pluma, just to name a few) that he becomes a tough pick when your tickets are limited.  The same is true for Snipers, but the glut of picks is less of a problem among the other classes where there tends to only be 2-3 top picks that not everyone may have.

For comparison, as I write this, there are 43 Guards and 34 Snipers in the game on CN, while no other class breaks 30 and most are closer to 20.

Q:  What's the deal with Vanguard grades?  Why are most of them so low?

A:  There's a few reasons.  For one, they just aren't needed in vast quantities in the mode like they are in other modes.  There's only two stages that have reduced DP generation, so the typical Flagpipe Vanguard-ball becomes extreme overkill.  For two, the mode limits your resources in many regards, including recruits and team slots.  This typically means you want the best bang for your buck as well as being efficient with your team roles.  For three, Myrtle, who everyone has, is just too good at all of the above while being cheap and also providing healing support.  You would be totally fine in the game-mode only ever taking Myrtle for Vanguards, so any other Vanguards have to have some really good utility to stand out.  As it is, only Bagpipe does that with her tremendous damage, bulk, and talent.  The others just don't have the value.

Of course none of that is to say they're bad.  Stronger fighters like Saga and Flametail can still shine here, and Saileach is a strong pick herself in a vacuum.  However they are luxuries in the mode and as a matter of investment priority, you're better off investing elsewhere, much more so than in other game modes.

Q:  Why don't more 5★s have good grades?  I thought they got a cost reduction?

A:  They did, but it's not really enough.  The problem is the mode tends to be very top heavy and you often have very limited team size and tile selection.  The 6★s just have such a massive impact and do so under better constraints, so team building usually becomes a matter of saving Hope for the best units while filling in the gap with far cheaper units, a role better served by the strong 3 and 4★s.  There just aren't a ton of 5★s that really fit well, nor do they tend to be strong enough to carry the role the 6★s fill.

For example, could Platinum and Blue Poison cover the same role as Exusiai alone?  The Hope cost is the same, after all.  However the 5★ combo requires two tickets (plus promotions), two team spots, two deploy slots, and two tiles.  It becomes a better strategy to just take Kroos or May to hold over for Exusiai instead.

Except for a handful of 5★s who have powerful niches, there just isn't a lot of reason to take them outside of personal desire, free recruits, or Hope constraints mid-run, which are difficult to plan for unless you're a whale or a long established player.  Of course, not everyone has Exusiai, so Platinum and Blue Poison are still graded and have important masteries.  But the 5★ issues do suppress their value relative to other game modes.

Q:  Why don't Summoners (Scene specifically) have higher grades?  I thought they were really good?

A:  I say this as someone who specifically raised an S2M3 Scene in preparation for the original mode: Summoners are quite overrated here.  Of course, they are viable to use and lots of people are still fans of them.  However they fall off quickly on the latter floors, and the early floors are easy enough that they don't require dedicated units to complete.  Even with the reduced 5★ cost, Scene ends up mostly a wasted slot / Hope by the third floor.

Q:  In that case, why did Deepcolor make your 4★ list above when she was unused in the first iteration?

A:  Because of her module.  It gives her enough summons that she can now effectively do what Scene did for a fraction of the cost.  She is still not a 'must pick' like Scene was hyped up to be last time, but she is solid enough to be noted, and the lower Hope cost makes her less of a long term hindrance.

Q:  Who are units or banners ahead of us I should look to for help in the mode?

A:  Note this answer was written in early May.  The banners ahead will have changed if you're reading this at a later date.  Also be aware that the best option for you will largely depend on what you lack or are having difficulty with.

Mountain is very good, especially as a starter option if you don't have Thorns, and gets a rerun shortly after Near Light.

Ling is a monster in the mode (as she is in most content).  Her summons have such high stats she is the exception to the above Summoner discussion and can damn near solo the mode on her own.  She also shares the banner with Blacknight who is also quite solid here.  Alter Kroos is also quite good in the mode and probably the best 5★ Marksman option if you don't have Archetto or Exusiai (though is a luxury if you already have someone else raised).

Goldenglow is also a monster in the mode, giving a very competitive (and oftentimes better) alternative to Eyja.  GG works amazingly well with several of the more powerful relics and can obliterate runs all on her own.

Gnosis is a decent pick, and usually better than Suzuran through the bulk of the floors, though the main bosses are all Freeze-immune, which limits him depending on your team comp.  He isn't 'can't miss' and won't carry you to victory on his own, but can be a solid compliment.

Fiametta is another great DPS choice, largely thanks to her S2 working really well with various relics.  Her Talent can be a hindrance though, but her damage is tough to beat.

Horn is a great option thanks to her class.  There aren’t a lot of good Defender picks and she brings really strong damage that can be taken with an otherwise dead ticket.

Irene is decent enough, though competition at Guard is crowded.  Specter the Unchained is unfortunately a really poor unit overall, though she does maintain some value in being pickable at Specialist.  Lumen seems to be the real winner from the event though.  I think the hype is over-stated a bit due to Hope cost but he brings a massive HPS while removing the stun effect that the elemental damage in the mode has.  He’s usually a better solution to it than the Wandering Medics are.

Q:  I've seen references to a "top picks" chart.  What is that and where does it come from?

A:  Hypergryph has been tracking pick rates and publishes the top 3 in each class on their website.  Unfortunately you need a verified CN account to view it, but screencaps are fairly common.  Though there was some variation early on, the top picks quickly stabilized and now only shift when a new meta unit comes into the game.  You can find the chart below.  The image is from January with the only changes since coming from the addition of Goldenglow and Ling.

Do note that the rankings here might not necessarily reflect overall strength.  There is a factor of popularity and ownership involved (there's no way Gnosis ever ranks higher than Suzuran, for example) and it also reflects cost effectiveness (why many 3★s are on the list).

It's unclear if global will get the same information on release.

Q:  Will you be updating this article with new grades / corrections, or only the main guide?

A:  Typically I don't update articles since traffic tends to be pretty low after release.  However I expect that to be quite different in this case, so I plan to keep both this and the main guide up to date for the foreseeable future.  That may change at some point, but I'll put a big banner at the top when I do make that decision.

Also keep in mind that the verbiage of the writeups may vary slightly between this and the main guide.  I don't want the main guide to get too dense and a lot of what is put here, so that this guide can stand on its own, would be repetitive if I just copy/pasted it in.  The information should be fundamentally the same though.

Q:  Should I raise Shalem for the mode?

A:  You can if you want and he outputs some decent DPS, but there's lots of options to fill that role.  Even with his mode specific buff he ends up being usable but nothing too special, so he is a luxury option.

Q:  Any general advice for the mode?

A:  Failure is part of the mode.  Don't expect to succeed on the first go.  Or the second.  Or even the tenth or more.  Keep in mind this is a roguelike mode, and failure and learning is part of the process with it.  It's meant to be hard, and keeping that in mind can avoid some frustration.  The mode isn't going anywhere this time so there really isn't any need to rush.  Take a break if you have to, and remember you get rewards even if you fail so your time isn’t wasted.

While I normally encourage creative play and raising your favorites, if you're a newer player, stick with the meta.  Trying to get too creative early on can get really frustrating.

Build for the end.  The first three floors are really not that hard once you get used to the mode (e.g. understand the maps and what units to build towards).  The hardest parts are the end, so it's best to build up for that without overpreparing for the early or middle parts.

Although I do suggest not over-preparing the "3★ Best" listed above will be very helpful to have as they're a significant upgrade over the free Reserve Operators.

Last, and most important, don't forget to have fun.  The mode can be frustrating at times, so if you stop having fun, just take a break.

The main guide, linked on the banner below, has a longer discussion on the differences between modes.  However I've trimmed it here for brevity since this article is focused on a specific mode.  The grades themselves have been updated for these new changes and the descriptions are updated here.

S - These Masteries are the cream of the crop. They are Masteries that everyone with the unit should do and give a high priority to. Units with S tier Masteries get an outsized value from them, either because the skill is incredibly powerful or because it changes how the unit is used.  For the roguelike mode, S-tier grades are reserved for the best skills in the most meta of units (whereas meta value is not necessarily a requirement in other mode grades).

A - These Masteries are powerful Skills that most players who have the unit should do. These are among the most powerful Masteries in the game, but less overtly overpowered than the S-tier Masteries.

B - These Masteries are reasonably powerful and worthy of consideration, but have a factor which hold them back. The impact may be relatively small for the cost, the unit may not be especially powerful already, the unit may not fit well into the meta, or there may be a better version available, among other examples.

C - These Masteries are strong enough to be noted, but should only be done by the most end game of players with nothing else to do. There's value in them, but most players will have something better to be doing.

Breakpoint - Not a true grade, but a designator given to an M1 that gives an unusually large benefit. In most cases, these should be prioritized immediately after the E2, thanks to their low cost and high value. Note that there are many M2 and M3 breakpoints but they are not considered breakpoints for this purpose as the cost is much more expensive. Also note that some breakpoints on valueless skills are excluded as well.

NG or None - Not a true grade, but these are sometimes used for Skills which are noteworthy but not worth Mastery.  Either the skill or unit is not worth using, or the Mastery has very poor Mastery gains.  NG stands for "No Grade".

Please remember all rankings here are considered independent of E2 priority, but do consider overall unit strength.  And most importantly, these grades should be treated as guidelines rather than absolute requirements.

As discussed above, Vanguards are a somewhat awkward class of units where they are often super powerful as a collective group in other modes, but very limited in the roguelike mode. If you only invested in Myrtle and Bagpipe, you'd be totally covered, with everyone else being a luxury.

Guards are the heaviest class of units, with a bulk of the meta falling here. Some careful nuance is required with Guards and investment will depend on your team. Keep in mind that in most runs you'll be lucky to get 3 Guard tickets, so investing in a ton of them doesn't make as much sense as it may seem, even if the units themselves are strong.

Defenders are one of the weakest classes of units in the roguelike. A lot of the stages center around gimmicks rather than brute force blocking, which really hurts what most of them are best at. Outside of Saria and Mudrock (and a little bit of Blemishine / Nearl / Gummy), most don't have a lot of value in the mode.

Specialists are an interesting set of units. It's a pretty top-heavy group, but there's also a lot of variety with some surprisingly good options.

The Shifters other than the 6★s really don't have a lot of value in the mode.  There just isn't a lot of room for them to shine.  Even with the force relic, which there is only one of and is in the rarest group, most of the most dangerous enemies can't be Shifted at all.  If any of them still maintain value in the mode it might be Cliffheart, who still has her True Damage and Stun, but there's so many good other Specialists that it just isn't worth it here.

Snipers are the second most populous class of units, but unlike Guards, the gap between the best and the middle is quite a bit smaller. This leads to a lot of viable, and thus graded, units. I would greatly encourage more careful planning when it comes to the Snipers. Because tickets are limited, it can be easy to invest in an option that seems useful yet you may never get the chance to use. You will be better served by not over-investing in too many Snipers despite there being quite a lot of good options.

If you've been playing the game for a while, you'll probably be aware that Casters are already a very top heavy group even outside of the roguelike mode, with only a few worth discussing. This mode makes that gulf in power even more apparent.

As I discussed in the FAQ, I'm not really a big fan of Summoners in the context of IS and that's reflected in the grades here. If you did want to use one, I would suggest Deepcolor. But more to the point, this results in a really thin class of units with only a few worth special consideration.

Medics are a fairly thin class. Although most runs will require at least one Medic of some kind, there's a pretty clear delineation of who is best at the role at a given time. And from a mastery specific perspective, even less of them require that level of investment to get there.

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