E.H.Information and Guide

Character

Isekai Train Simulation and Strategy RPG! Conductor, Your Trade Journey Awaits!

Introduction

E.H. is a SSR rarity Burst
3
character from the Attacker class, who wields a SMG
SMG
weapon and belongs to the Wind
Wind
element. She's part of the Elysion
Elysion
faction.

To learn more about E.H. check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Isekai Train Simulation and Strategy RPG! Conductor, Your Trade Journey Awaits!

To learn more about E.H. check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Investment tips

Teams

Profile

Skills
Normal Attack

Normal Attack

SMG

Mode: Normal

Ammo: 120

Reload: 1s

■ Affects Target(s).

Deals 10.12% of ATK as damage.

Deals 250% damage when attacking core.

Skill 1

Homemade Magazine

Passive

Cooldown: -

■ Activates when obtaining 10 Scrap(s) while having fewer than 4 homemade magazines crafted. Affects self.

Function: Crafts magazines out of Scraps and gains a buff.

  • Effect 1: Removes Scrap(s).

  • Effect 2: Crafts 1 homemade magazine, up to a maximum of 4. This effect is continuous.

  • Effect 3: ATK ▲ 7.5% continuously x the number of homemade magazines.

Skill 2

Scrap Hunt

Passive

Cooldown: -

■ Affects self.

Function: Gains a buff when obtaining Scraps.

  • Effect 1: Activates at the start of battle. Scraps ▲ 10 continuously, up to a maximum of 10.

  • Effect 2: Activates when an ally or self destroys a destructible projectile. Scraps ▲ 1 continuously, up to a maximum of 10.

  • Effect 3: Activates when an ally or self destroys an enemy's part. Scraps ▲ 5 continuously, up to a maximum of 10.

  • Effect 4: Activates when an enemy is neutralized. Scraps ▲ 2 continuously, up to a maximum of 10.

  • Effect 5: Activates when obtaining Scraps. Elemental Advantage Attack Damage ▲ 16.36% for 15 sec.

Burst

Heavenbound

Active

Cooldown: 40s

■ Affects self.

Changes the weapon in use.

Charge Time: 0.4 sec

Damage: 61% of final ATK

Full Charge Damage: 250% of damage

Max Ammunition Capacity: 1 x the number of homemade magazines

Duration: 10 sec

Removal condition: When the duration ends or when all rounds have been fired.

Additional Effect:ATK ▲ 430.05% for 10 sec.

Specialties
Stack Oriented
Voice Actors
ENG
-
JPN
-
KR
-
Gallery

Review

Review

One of the long forgotten NPCs seems to have broken out of jail! But, don’t you worry, SU has them on a leash by making sure they almost never get used in any way… E.H. is not your everyday meta unit, it seems. Let’s analyze why that is down below!

Can you give a brief summary about this unit?

E.H. is a mEH character who doesn't have consistent damage yet has enough power to be borderline relevant, comparable to Jill, but probably even worse in terms of usability. E.H. fights by collecting scraps and turning them into homemade magazines, which boost her firepower and increment her number of ‘empowered shots’. A notable part of her kit is her insane 430% ATK▲, which allows her to somewhat negate stat penalty under deficit or high-DEF enemies, like the Museum boss.

Should I pull or mileage this unit?

We are leaning toward NO. While we believe she may have use in Wind-weak SR or Museum, she is easily replaceable. Plus, her alternatives are universally stronger and therefore more cost-efficient. Moreover, like Jill, it is not guaranteed that E.H. will even be used by the majority in Wind-weak SR. This is because we have a lot of strong Neutral comps like Moran SRos Cindy SWHA MiharaBC ready to step up.

In addition, Solo Raid isn't even in E.H. 's patch, which means it is not guaranteed that the next SR will be Wind, which means she might be replaced even before she sees some actual use.

Therefore:

  • If you are a veteran who wants to gamble her usage in the next Wind-weak SR, whenever that will be, pull at least 1 copy.

  • If you are a beginner, skip.

  • If E.H. is your waifu, do what makes you happy.

What if E.H. suddenly becomes meta in the future? Just try to get her from Wishlist. That being said, we still don't recommend investing in a niche average unit who is Burst Skill Book-greedy. Those are rare, you know?

Should I get dupes?

E.H. does have that 430% ATK buff during Burst that dilutes external buffs. This means she does visibly scale with dupes, but her damage is too average to warrant them. Unless you're serious about Wind-weak SRs (and it has been proven that she is meta for it), totally avoid dupes.

Kit Analysis
Skill 1

■ Activates when obtaining 10 Scrap(s) while having fewer than 4 homemade magazines crafted.

 Affects self.

 Function: Crafts magazines out of Scraps and gains a buff.

 Effect 1: Removes Scrap(s).

 Effect 2: Crafts 1 homemade magazine, up to a maximum of 4. This effect is continuous.

 Effect 3: ATK ▲ 7.5% continuously x the number of homemade magazines.

  • If E.H. has fewer than 4 Homemade Magazines created, whenever she collects 10 Scraps, she will convert 10 Scraps into 1 Homemade Magazine.

  • If E.H. already has 4 Homemade Magazines, nothing happens.

Skill 2

■ Affects self.

Function: Gains a buff when obtaining Scraps.

Effect 1: Activates at the start of battle. Scraps ▲ 10 continuously, up to a maximum of 10.

Effect 2: Activates when an ally or self destroys a destructible projectile. Scraps ▲ 1 continuously, up to a maximum of 10.

Effect 3: Activates when an ally or self destroys an enemy's part. Scraps ▲ 5 continuously, up to a maximum of 10.

Effect 4: Activates when an enemy is neutralized. Scraps ▲ 2 continuously, up to a maximum of 10.

Effect 5: Activates when obtaining Scraps. Elemental Advantage Attack Damage ▲ 16.36% for 15 sec.

  • This skill does not activate if there are no destructible parts or projectiles, or enemies to kill (e.g. bosses). If this happens, E.H. cannot collect Scraps nor enjoy her ELE buff.

  • E.H. only needs 30 Scraps to reach the maximum potency of S1, but the ELE buff of S2 is more important.

  • Enemy neutralized = Raptures or Nikkes killed by team.

Burst Skill

■ Affects self.

Changes the weapon in use.

Charge Time: 0.4 sec

Damage: 61% of final ATK

Full Charge Damage: 250% of damage

Max Ammunition Capacity: 1 x the number of homemade magazines

Duration: 10 sec

Removal condition: When the duration ends or when all rounds have been fired.

Additional Effect:ATK ▲ 430.05% for 10 sec.

  • Homemade Magazines are not consumed upon use. The kit doesn’t say that either.

  • Special ammo can’t be reloaded and can’t benefit from Max Ammo buffs like Noir’s, so the number of rounds that can be fired is fixed.

  • Special weapon is an RL with a regular splash radius.

  • Special weapon still has an animation delay, so the attack rate is not 2.5/s but closer to 1.5/s.

  • Special weapon can benefit from Charge Speed▲ and Charge Damage▲, but the damage is too low to make them useful.

  • Special weapon doesn’t really have a much higher multiplier compared to normal attacks, but it has better accuracy.

  • Switching into and out of special weapon refills her ammo. Use this to avoid reloads.

  • ATK is separate from special weapon; it will last 10s always.

Key Inferences

An important detail to E.H.’s kit is her high personal ATK buff during Burst and no ATK DMG, which means:

  • Try to buff her as much as possible with ATK DMG-category buffs because ATK is already overly diluted.

  • ATK buff still boosts damage, especially on her off burst rotation, which doesn’t have the 430%.

Her Elemental Damage also lasts only 15s after destroying a projectile or part or the team killing an enemy.

  • If necessary, delay killing a certain part, projectile, or enemy if it means boosting her ELE uptime.

E.H. gains a permanent damage boost upon collecting 10 scraps, up to 4 times (1st one is free).

  • E.H. performs better if she can stack faster. If possible, kill as many parts, projectiles, and enemies as possible in the opening seconds, but do not do this if it costs ELE uptime because the ELE is more significant.

Switching into and out of special weapon also refills her ammo. Use it to avoid reloads.

Tier List & Usage Analysis
Campaign: A

E.H. has no True Damage, no Pierce, no AoE, but at least she has that 430% ATK▲, which makes her anti-deficit, somewhat. During Burst, as long as the enemy (or their core) is reachable, she should be delivering plenty of damage. She can snipe bosses too in the same way, and she might be usable against Wind-weak Campaign Bosses if there is no restrictive gimmick. She is similar to Chisato, so A she goes.

Bossing: A

After formulating various Wind compositions, it's hard to determine E.H.'s position in the meta, but we know four things for certain:

  • She has no place outside Wind-weak SR, except potentially Campaign Bosses and Wind-Weak Museum due to high DEF situations.

  • She is usable for Wind-weak SR, but whether she is meta or used by Top Players cannot be identified for certain.

    • If the boss is in close range and thus is in SMG's effective range and has an accessible core (to be abused by 250% Core Damage), E.H. may become more relevant.

    • Even when invested, her impact isn't too large, so she is easily replaceable especially by Neutral DPS/Supports such as SWHA, RRH, Cindy, and MiharaBC.

E.H.'s inherent problem is simply her lack of damage. She just doesn't have the multipliers and resorts to overbuffing herself with ATK▲, a double-edged sword. It makes building a team around her harder as she only wants ATK DMG or Damage Taken, but she becomes better under deficit or against high-DEF enemies. She can still benefit from ATK on the off burst but to a limited effectiveness. At least, compared to SSakura and Mana, she already has a stronger base damage, but is it enough to make her as essential as other A-rank units? Mana can heal the team, and SSakura doesn’t steal MirandaTr’s buff, so she can work in MirandaTr Nayuta team.

E.H. is also dependent on bosses having regular parts spawning and/or destructible projectiles to ramp up quickly. While her S1's ATK buff is diluted during Burst, the 15s ELE buff from S2 whenever a Scrap is obtained is critical. Not only that, her S1's ATK buff still defines her damage in the off rotation. Thankfully, most Wind-weak bosses to this date have either a part or a destructible projectile. The bad news is ShiftUp can suddenly stop making one, making E.H. slightly less relevant, just like what they did to Naga and Pierce units.

We have decided that, for now, she will be A, but take this rating with a grain of salt because she can be easily moved to B if she gets powercrept instantly. Besides, we still don’t have a Wind-weak Campaign Boss to really justify an A rating yet. The A rating is performance-based not usage-based.

PvP: C

A torchbearer with lots of single-target Burst damage, but there isn't really an Iron tank to abuse her element. Unlike Chisato who can subdue Moran, E.H. can subdue no one.

C-tier because she is like Alice/RH but feeds and has no practical use yet is still better than D tiers.

Investments
Gear Investments

If you have use for E.H., she wants ELE significantly more than ATK due to her already having 430% ATK▲. Up to 2~3× Max Ammo also noticeably boost her damage because most of the time she is firing normal attacks. Then, you get ATK for additional damage boosts (especially for her off rotation, which doesn’t have the 430%▲). Optionally, get Hit Rate to boost her accuracy.

  • Ideal: 4× ELE, 3× Max Ammo, 4× ATK

  • Filler: 4× Hit Rate, 4× Crit Rate, 4× Crit Damage

  • Priority: 3

  • Note: Due to her high amount of self-ATK buff, ELE is significantly more valuable than ATK, but ATK still boosts damage, especially in the off burst rotation. Max Ammo boosts uptime and in turn damage. 

Skill Investments

E.H.'s main skill is her Burst due to its high buff coefficients. There is no reason to use E.H. if you can’t make her Burst 10. Afterwards, upgrade her S2 to boost ELE damage and S1 for extra ATK, especially for her off rotation. S1 & S2 lose value against enemies without respawning parts or projectiles and if you can’t kill any enemy.

  • Skill 1: 7

    • Boosts ATK permanently, which becomes more noticeable in the off burst rotation.

    • Recommended is 7; only upgrade to 10 if got leftover materials.

  • Skill 2: 7~10

    • Boosts ELE damage, which synergizes with Burst’s buff.

    • Recommended is 7; may upgrade to 10 if doing that helps you get +300 Gems in SR.

  • Burst Skill: 10

    • It’s 10, or don’t use.

    • Houses her big buff multipliers.

Cube Investments

E.H. doesn’t have infinite ammo during Burst and will quickly swap back to her regular weapon. Because of that, Resilience is handy, especially if she’s paired with Reload Speed▲ buffers. Bastion is the second best choice, but Destruction can markedly beat both if enemy has high parts uptime but only if all of them are Lv. 5+.

Doll Investments

E.H. would have been one of the best Doll candidates due to her 430%▲ ATK buff, but her low usability strikes a heavy blow on her build priority. If you use her in Solo Raid, and she is a key unit, SR 5~15 can be considered—only recommended for late-game players with spare Doll mats.

Review
Pros

  • 430% ATK▲ buff makes her good against high-DEF enemies or under CP deficit.

  • No personal ATK DMG makes her scale really well on it since we have plenty of ATK Damage buffers.

  • Nice ass.

Cons

  • Scraps require the killing of parts, projectiles, or enemies, which may not be available all the time.

  • Burst Skill Manual-needy. If you can’t make it Lv. 10, she takes a huge hit in strength.

  • 430% ATK▲ buff makes her scale much less on external ATK▲ buffs during Burst.

  • Because of that, she is one of the most dupe-thirsty units.

  • ELE buff requires constant collection of Scraps. If a boss stops respawning enemies, parts, or projectiles for an extended period of time, she considerably loses damage.

  • High ATK buff makes her good in Campaign Bossing technically, but there isn’t really a Wind-weak wall yet.

  • Is ass.

Ratings
A

Story

A

Bossing

C

PVP

Investment Tips

Skill Investment

Here's the explanation for all the numbers and colors used in the guide:

  • 10/5/7 means upgrading Skill 1 to lvl 10, Skill 2 to lvl 5, and Burst Skill to lvl 7,
  • Yellow means the immediate investment when u get the unit. There are 3 reasons for this:
    • If the unit is Meta or High Priority, it will have a starting investment of more than 1/1/1 (such as 4/4/4) depending on what the unit provides.
    • If the unit is Medium or Low Priority, 1/1/1 will be mentioned, meaning no immediate investment is required, and you can invest in this character if you need to use it according to the priority listed.
    • If we deem that a unit does not have usable skills to be meta for any gamemode, no investment will be mentioned.
  • Blue means minimum investment to take advantage of the Nikke's skills. There are 2 reasons for this:
    • Sometimes, minimum investments are breakpoints such as for Noir or SAnis.
    • Sometimes, minimum investments are just the ideal way to progress to upgrade that unit, before moving on to Recommended and High.
  • Red means recommended investment for F2P players,
  • Purple means maximum recommended investment, in order to get the best out of the unit. You should only try to reach these investments if you have a surplus of Skill Books leftover.

More info:

  • The skill investment list below features a lot of Level 4 and 7 because they are easier to understand. Any higher levels will cost a new type of resource.
  • However, you may choose to upgrade to Level 5 if you need a stronger effect instead of 4, as the increase in Blue Manual cost from Level 4 to 5 is still low. The leap only starts from Level 6 onward.
  • There is also a leap from Level 3 to 4, so if you want to save a tiny bit of Blue Manuals, then leave at 3 instead of 4.
Gear Investment

This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.

For OL targets and order of acquisition, we decided to divide the target effects into several categories.

  • Essential: With all gear combined, your unit must have the roll(s) prescribed as a minimum requirement. Example: Charge Speed on Alice. You cannot compromise on these rolls.
  • Ideal: These rolls will improve your unit's performance significantly. Aim for 2 lines of Essential/Ideal per gear for maximum performance and the best Return on Investment (ROI). If you get 3, you are lucky. You can choose to only have 1 as well to save materials. Example: Elemental Damage on Scarlet.
  • Passable: Low-priority line that has either limited value or the impact is not as strong as other rolls. Should this show up as a bonus together with a better line, you can choose to keep them. Example: Charge Speed on Red Hood.

Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.

Additional tips:

  • Priority (PvE/PvP) isn't necessarily lower than Priority (Universal), which has no tag/label. It just indicates that this unit performs only in select types of content.
  • If a suggested effect has the number ×2 next to it, that means you should get the effect on at least 2 gear. The same idea applies to other numbers.
  • Focus on obtaining Essential(s) then you can start worrying about optimizing your rolls. Units require these to function, and the impact is too massive to ignore.
  • If a unit has no Essential(s), that means their performance is not that dependent on OL, but they can still benefit from good effects.
  • Remember that this is just a recommendation list, and attaining perfection is impossible. You will have to make some compromise, pick whichever rolls you desire the most, and conserve as much material as possible.
Collection Investment
Cube Investment
PVE
  • Destruction Cube

    Destruction Cube

  • Resilience Cube

    Resilience Cube

  • Bastion Cube

    Bastion Cube

PVP
  • Relic Tempering Cube

    Tempering Cube

  • Bastion Cube

    Bastion Cube

  • Resilience Cube

    Resilience Cube

Teams

Teams
Team 397

Wind-Weak SR Angle 1

Mode: Union / Solo Raids || Element: Wind

Characters
E.H.
B1-CDR
Snow White: Heavy Arms
Ade: Agent Bunny
Ludmilla: Winter Owner
About the team

Nothing too deep to analyze. A simple team that uses E.H. against Wind-weak Bosses effectively. She can be used alongside other meta Neutral Supports & DPS to form a solid team. Good against high-DEF bosses.

Substitutions

XLudmilla can be replaced by Neutral Supports & DPS, such as MiharaBC.

Team 398

Wind-Weak SR Angle 2

Mode: Union / Solo Raids || Element: Wind

Characters
Little Mermaid (Siren)
Velvet
E.H.
Helm (Treasure)
Privaty (Treasure)
About the team

A variant of the Siren + Bursting Velvet team that usually uses 3 supports. We replace 1 of them in hopes that E.H.'s personal damage can make up for Siren & Velvet's DPS loss. You can also use her as a replacement if you lack supports. Here, E.H. is generously ATK DMG-buffed by Siren, HelmTr, and PrivatyTr (or Crown off-burst if you use her).

Substitutions

PrivatyTr or HelmTr can be replaced by Crown off-burst. Do not use Label B1 here because E.H. already has too much ATK buff. Ideally, the team has ≥1 burst gen support (spammable SR/RL, MG for Siren, or special kits).