Snow White: Heavy ArmsInformation and Guide

Character
Introduction

Snow White: Heavy Arms is a SSR rarity Burst
3
character from the Attacker class, who wields a Sniper Rifle
Sniper Rifle
weapon and belongs to the Water
Water
element. She's part of the Pilgrim
Pilgrim
faction.

To learn more about Snow White: Heavy Arms check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Snow White: Heavy Arms 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

Sniper Rifle

Mode: Charge

Ammo: 6

Reload: 2s

■ Affects Target(s).

Deals 69.04% of ATK as damage.

Charge Time: 1.2 sec

Full Charge Damage: 250% of damage.

Deals 200% damage when attacking core.

Skill 1

Seven Dwarves V+VI

Passive

Cooldown: -

■ Activates every 0.2 sec while charging. Affects the enemy unit nearest to the crosshair that is not in Lock-On status.

Lock-On

Function: Designates the enemy as a target of Seven Dwarves.

Max Lock-On targets: 5

Removal condition: Performing a normal attack or taking cover.

■ Activates every 0.2 sec while charging. Affects self.

Auto Fire Ready

Function: Loads Seven Dwarves with ammo.

Effect: DEF ▲ 42.24% continuously.

Max ammo loaded by Auto Fire Ready: 5

Removal condition: Performing a normal attack.

■ Activates every 0.2 sec while charging. Affects all enemies in Lock-On status.

Damage Taken ▲ 4.2% for 4 sec.

■ Activates when attacking with Full Charge.

Auto Fire

Function: Attacks Lock-On targets with Seven Dwarves.

Effect 1: Deals 41.9% of final ATK as damage. Affects all enemies.

Effect 2: Deals 105.59% of final ATK as damage. Affects Lock-On targets. Attacks sequentially based on the amount of ammo loaded by Auto Fire Ready.

■ Activates when attacking with Full Charge while in Seven Dwarves Fully Active status. Affects self.

Number of uses of Seven Dwarves Fully Active ▼ 1.

■ Activates when performing a normal attack. Affects self if not in Full Burst.

Removes Seven Dwarves Fully Active.

Skill 2

Shades of White

Passive

Cooldown: -

■ Activates at the start of battle. Affects self.

Fixes charge time at 1.2 sec continuously.

■ Activates during Full Charge. Affects self.

Gains Pierce for 5 sec.

ATK ▲ 46.84% for 5 sec.

Damage to Parts ▲ 62.64% for 5 sec.

■ Activates when entering Burst Stage 3. Affects self.

ATK ▲ 73.92% for 10 sec.

■ Activates when at Full Charge only while in Seven Dwarves Fully Active status. Affects self.

Charge damage ▲ 528% for 1 round(s).

Sequential attack damage ▲ 158.4% for 1 round(s).

Burst

Seven Dwarves Fully Active

Active

Cooldown: 40s

■ Affects self.

Attack damage ▲ 84.48% for 10 sec.

Seven Dwarves Fully Active

Function: Increases max number of Lock-On targets and max ammo loaded by Auto Fire Ready, but also increases Charge Time.

Number of uses: 2

Effect 1: Fixes charge time at 3.2 sec continuously.

Effect 2: Max Lock-On targets ▲ 10 continuously.

Effect 3: Max ammo loaded by Auto Fire Ready ▲ 10 continuously.

Removal condition: When the number of uses reaches 0.

■ Affects all destructible projectiles.

Deals 41.9% of final ATK as damage.

Specialties
Debuffer
Pierce
Screen Wipe
Voice Actors
ENG
-
JPN
-
KR
-
Gallery

Review

Review
Can you give a brief summary about this unit?

SWHA is an amazing bossing and PvP unit with mobbing as her side dish. She has overwhelming personal damage that isn't too diluted to scale. She has basic attack & skill damage. Her basic attacks can Pierce and deal extra damage to Parts, whereas her skill damage is mostly Sequential Attacks. She also performs screenwipe every ~1.2s, but it is weak, so its effectiveness against mobs is limited. Against projectiles, however, it is enough.

SWHA's gameplay revolves around Lock On. Lock On is a status effect that designates targets as targeted. She can apply this by charging, and whenever she releases a Full Charge, Locked On targets will be attacked immediately by Sequential Attacks.

Together with her screenwipe + Sequential Attacks, SWHA can accumulate tons of hits and therefrom burst gen in several seconds. In combination with her permanent Damage Taken debuff, she can be a powerful supportive DPS + battery in both PvE and PvP.

We expect SWHA to be meta for Water-weak SR, UR, and Generic Bossing and may see use in Neutral SR. If you lack the BiS Elemental DPS in any content, SWHA can be slotted in as an alternative. In PvP, SWHA is basically Emilia v2 but better in most parts, so she doesn't have competition. She will be meta for a long time.

Should I pull or mileage her?

She is a must get, regardless of whether you are competitive or not or whether you’re a veteran or a beginner. SWHA’s impact radiates throughout the game and is one of the units with the highest return on investment. Missing a Pilgrim also may spell a hard time obtaining her in the future, so there is no reason not to get her if you can, but there are some things you should know:

  • If you lack a lot of BiS Elemental DPS that you will use SWHA in Neutral, she is a must get.

  • If you care about Water-weak SR, UR, or Generic Bossing, she is a must get because she raises the bar for Singular Team damage.

  • If you are a competitive PvP player, get her or risk losing your advantage and position.

  • If you are a beginner and don't have RRH, prioritize Rapi: Red Hood first.

    • The reason is that RRH has better mobbing performance and covers 2 elements. RRH can also be a B1. If you don’t have Siren, RRH B1 is the second best B1.

    • However, for Neutral Bossing (esp. if the enemy is coreless), for burst gen, and for PvP, SWHA outvalues RRH. That said, if you are not planning to use mileage (probably because you don’t have enough), you can pull in SWHA’s banner and see if RRH spooks you (because RRH is in SWHA’s banner but not the other way around).

    • Ultimately, you are the one to make the decision. You can go for SWHA first before RRH.

  • If you are a beginner and have RRH, get SWHA first, then the Step Up banner.

    • Pulling in the Step Up banner, which only costs 6,600 gems, can get you:

      • MastM: An awesome B2 support unit that is meta everywhere, except PvP. BiS. Very high value. Must get.

      • TVesti: A great mobber & PvP unit, allowing you to gain a competitive advantage in PvP to net more gems, but her Bossing performance feels lackluster.

      • Anyone else (preferably meta and has Treasure) you plan to 'Break the 160 Wall' with, ideally one that is not available through Silver Mileage or Bonus Recruit.

      • Anyone you miss who is vital to your team/roster.

If you skip SWHA, do know the risks:

  • Weaker Water-weak SR, UR, and Generic Bossing performance for however long you don't have SWHA

  • Potentially weaker Neutral performance in SR or in other content if you lack the BiS Elemental DPS

  • Less gem income in PvP if not owning her results in you losing 1 or more prize brackets

  • Not having SWHA for no one knows how long

For everyone, try to spend the least amount of gems possible on either SWHA's or Rapi: Red Hood's banner because they have only a 1% chance of giving you the featured unit. Mileage them whenever possible. These banners don't have rebates. We discourage using them to accumulate mileage (you should have done that during the Anniversary).

Should I get dupes?

We should reiterate: dupes are not necessary for a unit to perform! They don’t unlock new skills like in most other gacha games. You only get a stat boost (and some wallpaper & avatar cosmetics). That said, no one’s stopping you from using SWHA to Break the 160 Wall if you are a spender or are feeling lucky.

SWHA has 120% self-ATK buff and broad presence (in PvP too!), which means dupes are valuable, but we only recommend getting dupes to people who are competitive in Water-weak SR/UR or in PvP or are spenders. In PvP, dupes can help boost CP & survivability, as well as her damage, ensuring her AoE thoroughly cleans the plate.

Compared to Rapi: Red Hood, dupes of RRH are more valuable in PvE due to her double elements and better mobbing (CP is important to negate deficit), but she has less PvP presence.

Kit Analysis

Snow White has two components of damage: basic attack & skill damage. Her skill damage is dictated mostly by Skill 1 through Lock On. Lock On is a special status effect that SWHA applies to enemies while charging. Locked On targets are immediately bombarded with Sequential Attacks when she releases the Full Charge that applies those Lock-On(s).

Cycle:

SWHA Charging → Every 0.2s Whilst Charging, Lock On a Target → Release Full Charge to Inflict Basic Attack & Launch Sequential Attacks

When outside her Burst (outside Seven Dwarves Fully Active status), SWHA can lock on up to 5 targets at once. Then, 5 Sequential Attacks are launched against 1~5 different targets. If there is 1 target, that target will eat all the attacks. Otherwise, they are distributed evenly in the same order as the Lock On is applied, cycling back to the first target after the last target is hit. Unlike with other Sequential Attacks, taunts cannot change this order!

Since Sequential Attacks and screen wipes also generate burst gen like Normal Attacks, SWHA can accumulate many hits at once. Each hit generates 2.8% burst energy. Against a single boss, a total of 7 hits can be gained with every Full Charge, generating a total of 19.6% * 2 = 39.2% burst energy. In PvP, the total is 12 hits, generating a total of 33.6% burst energy. That is an unparalleled amount of burst gen!

For up to 2 times after she Bursts (in Seven Dwarves Fully Active Status), SWHA can additionally lock on up to +10 targets (hence 15). This also increases the number of Sequential Attacks launched to 15, greatly increasing her damage against single targets at the cost of increased Charge Time. The Charge Time increase is significant, from 1.2s to 3.2s. In exchange, she additionally boosts the damage of her Sequential Attacks by ▲158.4% (ATK DMG). Her Full Charge attacks will also enjoy 528% Charge Damage▲ (making it 778%).

If SWHA is already charging before Burst is activated, the charging progress is transferred. Since the default Charge Time is 1.2s, the Charge Time could be filled 0~1.2s out of 3.2s. This is important to know for PvP as, under most circumstances, SWHA’s first shot will be blocked (fully or partially) by Noah’s immunity.

It is important to note that SWHA also infuses her basic attacks with Pierce. She also gives herself Parts Damage▲. However, since most of SWHA's damage is from skills, these will go unnoticed most of the time, although they can contribute in some situations (and can definitely be observed in Solo Raid where every drop of damage matters). That said, if there is a part or a pierceable spot (for double or even triple hits), hit them with SWHA!

Pierce also increases burst gen in PvE and PvP. Even if the impact is small, make it a habit!

Every time SWHA releases a Full Charge, she also deals minor damage to everything on the screen. This can hit projectiles and mobs, but the damage is very low. It might take a few triggers to kill anything. But, together with her Burst, which also deals damage to all projectiles on screen, they can be powerful assistive tools in clearing projectiles, allowing you to keep firing at the enemy's weak spots without worry. This is even more true since they can repeat every 1.2s!

Throughout battle, SWHA buffs herself with ATK▲ 120.76% semi-permanently and ATK DMG▲ 84.48% additionally during Burst. Gauging the values of the buffs, SWHA will still be able to scale with both equally well, and therefore, she can be paired with anyone. Her favorite status effect will still be Damage Taken▲, but did you realize she also applies Damage Taken? This makes her not only a DPS but a strong supportive ally as well, like XDiesel! The value is quite small, but it can definitely make a difference and will incentivize players to partner her up with stronger DPS in Solo Raid.

SWHA’s ATK DMG is only during her Burst, but her off-burst damage isn’t bad. This means she scales with ATK DMG better than ATK!

As a final reminder, SWHA's Charge Speed is fixed. This makes her unable to benefit from Charge Speed effects, from other units and from OL. While this limits her damage potential (and scalability in PvP), it also makes her immune to the Charge Speed▼ debuff that shows up from time to time in Union Raid.

Tier List & Usage Analysis
Campaign: SS

Most of SWHA's damage is from Sequential Attacks, which cannot pierce or scale against multiple targets. This makes it more effective against single targets, but it's still not bad for mobbing because the distribution can prevent overflow.

However, this is where her major problem lies—she does not have considerable focused/funneled single-target damage. When the boss wave comes, you cannot make her land all her Sequential Attacks on the boss only. They will scatter and hit other mobs that you probably don't want to shoot at, even worse if they are Glasses (mobs with hitcount shield). If she is not the best at dealing with many mobs because her AoE is not true AoE, and if she is also not the best at single target (with adds), then what gives? Thankfully, she just deals a lot of damage, so this is not a problem until very, very high deficit (say, >40%).

SWHA can be a competent Campaign/Tower pusher since she gives herself substantial self-ATK. She can also inflict decent damage to the whole screen every 1.2s, which can help exterminate critters and projectiles. This is even more true if it's Water-weak. She also has amazing burst gen that we don't need to elaborate on again.

Note that, when you try SWHA in Campaign at an extremely high deficit (>40%), she will show as dealing a lot of damage on the result screen, but damage is not everything. It's whether that damage is impactful. If you deal tons of damage but can't clear the stage, what is the point? This is why she’s not SSS.

Bossing: SSS

Oh, a controversial tier—let us explain why we decided on this tier.

First of all, let's talk about damage. We are not going to talk about SHWA’s elemental performance because, if she is already strong enough in Neutral, it would be self-explanatory that she will be the BiS for Water-weak. SWHA just hits… hard. A lot of damage tests have shown this. Not only is she able to compete with RRH/MiharaBC on core, but she also beats them in non-core. Actually, she is the strongest non-core DPS in Neutral (in most cases)! When it comes to flexing in as a B3 (if you need a Neutral DPS for certain reasons), SWHA will be your first choice. Sure, the scalability of RRH and SWHA differ a bit. SWHA has more self-ATK buff and zero ATK DMG buff in her off burst, but at the end of the day, as long as the team makes sense, both of them can be slotted in anywhere. Just make sure the supports suit them & the other DPS you’re using. 

Now, let's talk about value. Damage is not enough. What other values does this unit bring to the team? One of SWHA's magnetic qualities is her immense burst gen. You have probably seen this being showcased in PvP, but it's also the same case for Bossing. If you don't know yet, attacks against Stage Targets (including Bosses) generate double burst energy. This means SWHA generates 2.8% * 2 * 7 = 39.2% burst energy per Full Charge. That goes even higher than HelmTr's. This is important to know because (when deployed together with HelmTr/Liberalio) she allows for such fast rotations that you can benefit from Liter's higher peak CDR even without Grave.

There is also Damage Taken. Before you say anything, 4.2% is NOT small. If you are a competitive player who tries to clear content as soon as they can or chases a high rank in Solo Raid, you will notice how impactful this Damage Taken is. Most people who conduct damage tests of SWHA vs other units didn't realize that they have been making the mistake of inflating the other units' impact and devaluing SWHA's. To properly evaluate SWHA's impact, you need to take -4.2% (3.8% w/ Siren) damage off ALL other units but SWHA and add that to SWHA's damage. That's SWHA's *real* impact. You don't have to take it off SWHA's because the Damage Taken is in her kit—it's her value!

Ok, let's not talk about all the wonders, shall we? There is one weakness to SWHA. That is when the boss starts spawning so many *tanky* mobs that those mobs take her damage away from the boss too much. This will leave an observable impact on her damage. However, if you use someone like Siren or other units to clear the mobs for her, the damage loss will not be as high. It will be minuscule. Not only that, if the mobs are weak, SWHA's screenwipe will take care of it. In fact, despite this weakness, SWHA remains the BiS B3 for Harvester AI!

To conclude, SWHA just has too much to give. She is BiS for Water-weak SR, UR, and Generic Bossing content. She is also one of the best Neutral units and may even see use in Solo Raid outside her element. In fact, her DPS is so strong that she beats XLud as a DPS-Support hybrid in most comps (note that SWHA also gives Damage Taken, but it’s weaker). She also indirectly powercreeps Siren B1 in some comps by making RRH B1 better because burst gen from Siren is no longer needed (and Siren doesn’t like Sniper Rifles). If you are a beginner who lacks Elemental DPS, you can use her to brute force plenty of bossing content. Neutral Queen alongside Rapipi, has ridiculous burst gen, has Damage Taken, and isn't as greedy as MiharaBC. She is a must build.

PvP: SSS

SWHA's main battleground—her titanic burst gen is coveted here. As mentioned in Kit Analysis, SWHA accrues 2.8% × 12 burst energy every 1.2s++ in PvP, which makes her the most lucrative battery unit. Additionally, when Burst is used, SWHA begins attacking all hostile Nikkes with ferocity. Thanks to 3.2s Charge Time delaying her attack, she has the chance to wait out Noah's immune and only land her hits after it drops, like Emilia does! Even if the first gets blocked, the second shot will take care of everything. Sequential Attacks also don't suffer from Taunt and therefore cannot be blocked by Biscuit, making them a super tool.

Although we said that, SWHA can totally be used without Burst. In this case, she will primarily be a battery, but she can still apply Damage Taken and deal backup damage to all enemies. Her Sequential Attacks will be weaker, true, but over 10s, we are expecting ~1,168% with 120% base ATK × 1.5 hitting all enemies (except in the presence of decoys). That's a lot of continuous and delayed AoE damage! Our off-burst HelmTr cannot do this!

Overall, SWHA will be indispensable for PvP. Her only weaknesses are that her Charge Time is fixed (so no accelerating burst gen with Charge Speed OL) and that she is Water, so she takes extra damage from Electric Nikkes. Be careful with that! In exchange, she deals additional damage to TVesti, who is a meta PvP character too. Her delayed AoE also means she can be countered by instant AoE; if you're using her as your primary B3, you need to anticipate this. To summarize, we can say she is Emilia v2, perfect for those who didn't get her during collab (or joined after).

Investments
Gear Investments

SWHA is like every other DPS. She mainly wants ELE, then ATK. Even with 120% self-ATK, it's never diluted enough to make ATK OL obsolete. ELE will be more important for PvE due to her presence being mostly in Water-weak, whereas ATK will be more important in PvP because we cannot decide the elements most of the time. If you use her in Neutral PvE, ATK becomes important too.

Max Ammo can be useful for ensuring your SWHA doesn’t reload during the burst generation period. Some teams may feature SWHA as the only battery in the team, and her reloading outside Full Burst means a cycle stalled, resulting in fatal loss of damage.

Charge Speed is useless because her Charge Time is fixed. It is not detrimental, however, so their presence can be a CP boost.

  • Ideal: 4× ELE, 4× ATK

  • Filler: 1× Max Ammo, 3~4× Crit Rate, 3~4× Crit DMG

  • Priority: Meta

  • Note: Prioritize ELE if you plan to use her for Water-weak content. Prioritize ATK if you plan to use her primarily in PvP & Neutral PvE. Max Ammo can help ensure she doesn’t reload during Full Burst or choke your burst generation.

Skill Investments

SWHA scales on all skills, but mostly on S1 & S2. In PvE, Burst is less important because the only upgrade that matters from it is the ATK DMG and the ATK DMG is only within her Burst (+ it’s diluted by the Sequential ATK DMG buff from S2 and other support buffs, which are very common). That said, for a unit so powerful, what’s stopping you from just 10/10/10 her? She deserves it. Don’t half-build units. You want their best performance. Build them thoroughly and use them to brute force things.

  • Skill 1: 10

    • Increases Sequential Attack’s multipliers, SWHA’s main source of damage.

    • Increases Damage Taken & improves team damage.

  • Skill 2: 10

    • Increases self buffs.

    • Buffs are important for everything.

  • Burst Skill: 7~10

    • Increases ATK DMG and Burst Wipe damage.

    • Less important than S1 & S2 in PvE.

    • In PvP, because you don’t normally use ATK DMG-buffer B2, maxing Burst is important for guaranteeing a wipe! Not only that, her damage in-burst is what matters.

Cube Investments

Cube selections for SWHA can be more complex. They are dependent on how much Max Ammo she has, what team she is in, and whether the enemy has Parts. But, in short:

  • When deployed in Reload Speed comps or you have no Max Ammo, use Resilience.

  • Bastion can be an equal alternative if you have 10 or more Ammo and no one in the team provides Reload Speed.

  • Sometimes, an uptime boost can be overpowered by Pierce Cube or Parts Damage Cube (Destruction).

  • This is especially true if your Max Ammo is very high or these cubes' levels are equal to Resilience/Bastion. Note that both ELE and ATK stats matter.

  • However, some of SWHA's damage (skill damage) cannot Pierce or Parts Hit, and the ATK DMG/Parts DMG category may be too diluted from self and supports' buffs.

  • Do your own test against a specific boss to find which one works best in your situation.

In PvP, if Bursting, SWHA can already keep firing until the end of Full Burst with 0× Max Ammo. No need for uptime Cubes. If not Bursting, she needs 2× Max Ammo without Bastion and 1× with it. However, it is much better to use Quantum to boost burst gen to faster tiers if needed or Tempering (or its worse counterpart Vigor) to boost survivability. No, don’t try Adjutant—her Charge Speed is fixed.

Doll Investments

SR 15 is warranted for someone broken like her. Good Water-weak control + Neutral coverage. If your RRH is already SR 15, then there is no reason why SHWA doesn’t get hers yet. Not only does SHWA benefit from Doll’s Weapon Skill better, but she also has a higher personal ATK buff. Not to mention, Doll is also essential in PvP because of Damage Reduction.

Review
Pros

  • Powerful DPS, in both Neutral & Water-weak. The best Water-weak DPS.

  • Towering burst gen allows team to rotate faster or some teams to come to be.

  • Pervasive presence encompassing Bossing & PvP. Emilia v2 in PvP. Same element too. Wild.

  • Scales on ATK DMG pretty well and ATK (but to a smaller degree).

  • Screenwipe can handle projectiles and delicate mobs, which may improve damage against some bosses.

  • Pierce and Parts Damage▲ can improve her already insane burst gen and damage. Even if they are not that impactful because most of SWHA’s damage is from Skill Damage, they raise her peak damage.

  • Good off-burst damage. In fact, in most comps, she beats XLud as a DPS-Support hybrid.

  • An amazing all-rounder. The best Neutral FLEX unit for a B3. Damage Taken improves team damage.

  • Not support-picky. She can be slotted in anywhere and can even synergize with MirandaTr.

  • We notice her Burst’s Charged Shot will ignore Biscuit's wall because it kills a Defender too fast (from above >50% HP), so Biscuit can’t save that Defender. Very neato.

Cons

  • Sequential Attack may divide her damage so much that she becomes weak at both multi-target and single-target, which is why she’s not as good as the better options in Campaign (High Deficit). Can still give burst gen and apply Damage Taken, though. A good alternative.

  • The delayed 3.2s Charge Time also accounts for Charge obtained before Burst is triggered. While this is good in PvE, it often results in SWHA’s first shot after Burst being blocked by Noah’s immune.

  • Screenwipe’s damage is low, so it can feel empty, especially in Campaign (High Deficit).

  • Charge Time is fixed, which is more of a con than a pro since she can’t scale with Charge Speed OL.

Ratings
SS

Story

SSS

Bossing

SSS

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
Character
PVE Priority
PVE Comment
PVP Priority
PVP Comment

PVE Priority

10/10

PVE Comment

One of the PvE Gods. Great personal damage and burst gen. Damage Taken buffs the whole team. BiS for Water-weak and can perform in Neutral. Scales with Weapon Skill. Has high self ATK. Damage Reduction may be needed in healerless teams.

PVP Priority

10/10

PVP Comment

One of the PvP Gods. Soaring burst gen. Great AoE damage whether Bursting or not and can circumvent Noah’s immune. Has high self ATK. Damage Reduction is vital for PvP.

Cube Investment
PVE
  • Resilience Cube

    Resilience Cube

  • Bastion Cube

    Bastion Cube

  • Destruction Cube

    Destruction Cube

PVP
  • Wingman Cube

    Quantum Cube

  • Relic Tempering Cube

    Tempering Cube

  • Wingman Cube

    Vigor Cube

  • Bastion Cube

    Bastion Cube

Teams

Teams
Team 351

Snow Water Goddess

Mode: Anomaly - Harvester || Element: Water

Characters
Little Mermaid (Siren)
Crown
Snow White: Heavy Arms
Helm (Treasure)
Mast: Romantic Maid
About the team

This team chews through Harvester AI like Snow White seeing a fat worm. Snow White will take care of the pesky mobs and solo kill Harvester herself. If you want to achieve a faster run, you will need to time Helm's Burst not to hit a mob.

Substitutions

Siren may be replaced by Rapi: Red Hood, Mast Romantic Maid may be replaced with Elegg: Boom and Shock.

Team 352

1.5 RL PvP Gang

Mode: PVP || Element: All

Characters
Snow White: Heavy Arms
Blanc
Centi
Helm (Treasure)
Jackal
About the team

This team is so fast, I kneel. Still, if you really want 1.5 RL, you may need a lot of CS on everyone. The nice point of this team is Snow with Blanc buff should be able to wipe unless it's a heavy stall team.

Substitutions

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Team 354

Crit White

Mode: Bossing || Element: All

Characters
Miranda (Treasure)
B2
Snow White: Heavy Arms
Ada Wong
B1-CDR
About the team

This team works the same: abuses the Crit buff of Miranda to make one shot of Snow worth the strike. You will need a good number of skill books on Miranda to make this work, and only the first shot (+ 15 Sequential Attacks afterward). 2nd shot won't have 100% Crit Rate.

Substitutions

Ada Wong may be replaced with Helm Treasure.

Team 355

Rainbow Six Siege

Mode: Bossing || Element: All

Characters
Snow White: Heavy Arms
Rapi: Red Hood
Diesel: Winter Sweets
Nayuta
Liberalio
About the team

Neutral Bossing comp for Solo Raid. Harnesses XDiesel's Damage Taken on her Burst by using units that have good off-burst damage. SWHA must Burst first.

Substitutions

You can use any B1/B2. ATK-buffer B1/B2 scale better with XDiesel & Lib, while ATK-DMG ones scale better with SWHA.

Team 356

Rainbow Six Siege 2

Mode: Bossing || Element: All

Characters
Cinderella
B1-CDR
Snow White: Heavy Arms
B2
Liberalio
About the team

Neutral Bossing comp for Solo Raid, but you insist on using Cindy. This team is worse than the one without Cindy (unless against Electric-weak).

Substitutions

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Team 357

Blak Snek

Mode: Bossing || Element: Water

Characters
Rapi: Red Hood
Crown
Snow White: Heavy Arms
Helm (Treasure)
Anchor: Innocent Maid
About the team

Black Snake's new BiS comp after SWHA's release. Black Snake is a boss featured in Campaign & Towers. This team doesn't have Distributed Damage. You need to manually shoot down the clone using MGs.

Substitutions

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