Fuze

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Fuze icon.png

Fuze Elite 2 icon.png

Team Rainbow member Fuze has his Cluster Charges ready to deploy.
Chaos is his friend.
Class Guard.png Guard
Branch Centurion Guard.png Centurion
Faction Team Rainbow.png Team Rainbow
Position Melee
Tags AoE, Survival
Trait Attacks all blocked enemies[note 1]
How to obtain Operation Lucent Arrowhead – Spec Ops Notes

Stats

Range

    

Attributes

Base.png Base.png MAX Elite 1.png MAX Elite 2.png MAX Trust.png
HP.png HP 1213 1556 1995 2660
ATK.png ATK 321 446 604 795 +40
DEF.png DEF 122 175 237 290 +40
RES.png RES 0 N/A
RDP.png Redeployment time 80 seconds
COST.png DP cost 21 23 25
BLOCK.png Block count 2 3
ASPD.png Attack interval 1.2 seconds

Potential

Potential 2.png
DP cost -1
Potential 3.png
Redeployment time -10 seconds
Potential 4.png
DP cost -1
Potential 5.png
Improves Ballistic Shield
Potential 6.png
DP cost -1
Total Cost
Fuze's Token.png
5
OR
Epic Guard Token.png
20

Promotion

Elite 1.png Elite 1
  • Maximum attributes increased.
  • DP cost +2.
  • New talent: Ballistic Shield.
  • New skill: Cluster Charge.

Raise Fuze to Level 50.
LMD.png
20K
Guard Chip.png
4
Oriron.png
4
Orirock Cube.png
3
Elite 2.png Elite 2
  • Maximum attributes increased.
  • DP cost +2.
  • Block +1.
  • Ballistic Shield improved.
  • Operator Modules available.

Raise Fuze to Elite 1 Level 70.
LMD.png
120K
Guard Dualchip.png
3
Incandescent Alloy Block.png
8
Sugar Pack.png
16

Talent

Ballistic Shield
Elite 1.png Gains 17% ranged Physical resist
Elite 1.pngPotential 5.png Gains 20% (+3%) ranged Physical resist
Elite 2.png Gains 27% ranged Physical resist
Elite 2.pngPotential 5.png Gains 30% (+3%) ranged Physical resist

Skills

Skill-Fuze1.png
Force Recon
Auto Recovery
Manual
Toggled
Lv. Description SP init.png SP cost.png Duration.png
Rank 1.png
Attack range +1, ATK +10%, ASPD +60
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
15 55
Rank 2.png
Attack range +1, ATK +11%, ASPD +60
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
15 54
Rank 3.png
Attack range +1, ATK +12%, ASPD +60
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
15 53
Rank 4.png
Attack range +1, ATK +13%, ASPD +70
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
18 52
Rank 5.png
Attack range +1, ATK +14%, ASPD +70
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
18 51
Rank 6.png
Attack range +1, ATK +15%, ASPD +70
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
18 50
Rank 7.png
Attack range +1, ATK +17%, ASPD +75
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
21 49
Rank 8.png
Attack range +1, ATK +22%, ASPD +80
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
22 48
Rank 9.png
Attack range +1, ATK +25%, ASPD +85
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
23 47
Rank 10.png
Attack range +1, ATK +30%, ASPD +90
Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill)
25 45
Skill-Fuze2.png
Cluster Charge
Auto Recovery
Manual
Lv. Description SP init.png SP cost.png Duration.png
Rank 1.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 380% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 10 40
Rank 2.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 390% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 10 39
Rank 3.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 400% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 10 38
Rank 4.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 410% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 13 37
Rank 5.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 420% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 13 36
Rank 6.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 430% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 13 35
Rank 7.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 440% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 16 34
Rank 8.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 450% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 17 33
Rank 9.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 460% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 18 32
Rank 10.png
Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 480% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment 20 30
Additional information
  • Fuze checks which tiles in front of the high ground tile are low ground tiles.
  • The Cluster Charge releases grenades every 0.5 seconds starting from the rightmost to the leftmost low ground tile in range. Each detonation has a radius of 1.2 tiles and does not affect aerial enemies.
  • If there are 3/2/1 low ground tile(s) in range, the distance between each grenade is 0.75/0.5/0.25 tiles.

Skill upgrades

Rank 2.png
Skill Summary Volume 1.png
4
Rank 3.png
Skill Summary Volume 1.png
6
Damaged Device.png
4
Rank 4.png
Skill Summary Volume 2.png
6
Orirock Cube.png
4
Rank 5.png
Skill Summary Volume 2.png
6
Sugar.png
5
Rank 6.png
Skill Summary Volume 2.png
6
Polyester Pack.png
5
Rank 7.png
Skill Summary Volume 3.png
6
Crystalline Component.png
3
Grindstone.png
2
Rank 8.png
Force Recon
Skill Summary Volume 3.png
5
Refined Solvent.png
3
RMA70-12.png
3
Cluster Charge
Skill Summary Volume 3.png
5
Transmuted Salt Agglomerate.png
3
Loxic Kohl.png
3
Rank 9.png
Force Recon
Skill Summary Volume 3.png
6
Refined Solvent.png
3
RMA70-24.png
5
Cluster Charge
Skill Summary Volume 3.png
6
Solidified Fiber Board.png
3
White Horse Kohl.png
6
Rank 10.png
Force Recon
Skill Summary Volume 3.png
10
Crystalline Electronic Unit.png
4
Optimized Device.png
2
Cluster Charge
Skill Summary Volume 3.png
10
Nucleic Crystal Sinter.png
4
Solidified Fiber Board.png
3

Base skills

Skill-train attack.png Tactic Guidance: Offense
Base.png
Training Room.png
When this Operator is assigned to be the Trainer in the Training Room, Operators' Specialization training speed +10% for each Attacking Operator in the Base (excluding Assistants, caps at 4 Operators).
Skill-man fuze.png Silent and Hardworking
Elite 2.png
Factory.png
When this Operator is assigned to a Factory, Productivity +20%; for every 1 Ursus Specialty Beverage, capacity limit +2

Operator Modules

Original module.png Original: Fuze's Badge
Module Badge.png
Centurion Guard.png
Operator Fuze has demonstrated a remarkable aptitude for swift and fierce enemy suppression in combat.
The Field Operations Department has thus passed the following resolution:
This operator shall be appointed a Guard Operator during field operations. In witness whereof,
This badge is hereby conferred upon the above named, whether this band of soldiers needs such recognition notwithstanding.
CEN-Y module.png CEN-Y: Sublinguistical Sign Showing System
Sublinguistical Sign Showing System.png
Stage 1
HP +100
ATK +50
Trait improved:
While above 50% HP, reduces the amount of Physical damage taken by 20%
Stage 2
HP +150
ATK +60
Ballistic Shield improved:
Gains 30% ranged Physical resist, +3% DEF
Stage 3
HP +180
ATK +70
Ballistic Shield improved:
Gains 32% ranged Physical resist, +6% DEF
Module Missions
  1. Deal a total of 80,000 damage with Fuze (excluding Support Units)
  2. Clear Main Theme 3-1 with a 3-star rating; You must deploy your own Fuze, and have Fuze defeat at least 30 enemies
PrerequisitesStage 1
  • Complete both of Fuze's CEN-Y Module Missions.
  • Raise Fuze to Elite 2 Level 50.
Module Data Block.png
2
Incandescent Alloy Block.png
3
LMD.png
40K
Stage 2Have at least 50% Trust with Fuze.
Module Data Block.png
2
Data Supplement Stick.png
20
Polymerized Gel.png
4
LMD.png
50K
Stage 3Have at least 100% Trust with Fuze.
Module Data Block.png
2
Data Supplement Instrument.png
8
Oriron Block.png
5
LMD.png
60K
Description
"Buddy, you are NOT a chatty type, huh!"
After the gazillionth attempt to start up a conversation without getting a reaction, the Cautus worker in a yellow pair-o'-ears helmet stops operating his control panel and gives the man beside him a pat on the shoulders. With the machine kicked into auto anyway, it's not like it needs nannying.
Seeming to recognize as much, the man finally turns his head. His eyes are hidden behind a black visor, barely discernible. He remains silent, and simply extends two fingers on his right hand and gives his own helmet a few taps.
"Go on and say somethin', will ya? Saaaaay—woooords—"
Throughout this temporary worksite echoes the rumble of Originium electronics, more often than not a soundboard to rival a nomadic plate's engine layer. But the voicebox of a Rim Billy worker, like the workers themselves, is filled with a power that cuts through just about everything.
The man appears a little confused. He feels around behind him, then unexpectedly pulls out a mirror. He takes a glance at his own reflection, then raps on his helmet again in the same manner as before.
The worker doesn't get to respond before he sees, out of nowhere on the man's visor, a smiley face positioned right between where his eyes would be. There's a line of Victorian text below too, split by his nose into halves. The left side reads "I'M SHY," and the right, "AND QUIET."
The worker tries as hard as he can to keep a straight face. His lower lip twitches side to side, his teeth grind over each other, and he doesn't leak a single word.
But soon, he can't hold in anymore, snorts, and begins to laugh.
"Probe has reached scheduled depth. Drill decelerating. Prepare to turn off and take samples."
That's an announcement from Control Center 2. It sits 80m straight above them, and 50m above that are the natural caves of Camp 2 and tracks to the auxiliary shafts. Another 600m up is the surface, and outside from there are the Tallgann Mountains for miles and miles forever.
The drill mentioned in the announcement is a fair way deeper into the earth than they are.
"—Hold on, Number 2 is too deep. Abnormal tremors in 2's shaft walls. Calling emergency stop!" The second announcement comes hot on the heels of the first, as if some kind of prank.
Something unwelcome has been welcomed. The worker throws himself onto the control panel, pounding a fist on the largest, roundest red button of them all. It's the one to emergency-dump the drill and inject extra polymer prep into the shaft walls.
But the injector doesn't respond, and the Originium electronics continue to roar.
A ginormous thud echoes through the worksite, seemingly not from deeper depths, but from times long, long ago.
One thud becomes two, then three, then a string of them. The two watch as even the wall outside them finally begins to experience its own fierce tremors.
Number 2 has drilled too deep and awakened something, and that something is heading for the sunlight.
"Detonating all Cluster Charges!" The worker's never heard this voice before, but in an instant discerns that it has to be the man's shout.
Perhaps because of this shout, or perhaps because of what it triggers elsewhere...
The tremors cease. Silence seems to reign again for a while, until there comes another announcement urging evacuation.
"Your tender said 'use of Originium explosives forbidden', so here I am."
This may be the second time the man's opened his mouth today, and his voice is far quieter than a moment ago.
"There's issues with your emergency injector system. Once we're up top, come with me to tell them, and then I'll take a look."
"Er. Right. You got it."
After experiencing an accident whose true severity will only be known later, a conversation finally ensues.
"...What's with that light-up stuff in your visor though, eh? That's one hell of a lark, buddy."

Changelog

Notes

  1. Although not acknowledged in-game, Fuze can attack aerial enemies despite being a melee Operator, like that of Hookmaster Specialists.