Kirin R Yato

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★★★★★★
Kirin R Yato
Executor SpecialistOp A4
Specialist.png
Executor Specialist.png
Op A4
Kirin R Yato icon.png
Kirin R Yato Elite 2 icon.png
You rub your eyes to double-check that the woman who stands before you is the operator and friend you haven't seen in ages, Yato.
It is apparent that she is very different from how she used to be.
Position Melee
Tags Fast-Redeploy, Nuker
Trait Significantly reduced Redeployment Time
Availability Headhunting (Crossover limited)

Stats

Range

    

Attributes

Base.png Base.png MAX Elite 1.png MAX Elite 2.png MAX Trust.png
HP.png HP 762 1016 1270 1629
ATK.png ATK 218 321 440 565 +90
DEF.png DEF 143 205 267 318
RES.png RES 0 N/A
RDP.png Redeployment time 18 seconds
COST.png DP cost 8 10
BLOCK.png Block count 1
ASPD.png Attack interval 0.93 seconds

Potential

Potential 2.png
DP cost -1
Potential 3.png
ATK +22
Potential 4.png
Redeployment time -2 seconds
Potential 5.png
Improves Archdemon Mode
Potential 6.png
DP cost -1
Total Cost
Kirin R Yato's Token
5
OR
Royal Specialist Token
20

Promotion

Elite 1.png Elite 1
  • Maximum attributes increased.
  • DP cost +2.
  • New skill: Blade Dance.
  • Kirin Bolts improved.
Prerequisites
Raise Kirin R Yato to Level 50.
LMD
30K
Specialist Chip
5
Device
5
Polyester
5
Elite 2.png Elite 2
  • Maximum attributes increased.
  • New talent: Archdemon Mode.
  • New skill: Midair Spinning Blade Dance.
  • Kirin Bolts improved.
  • Operator Modules available.
Prerequisites
Raise Kirin R Yato to Elite 1 Level 80.
LMD
180K
Specialist Dualchip
4
Nucleic Crystal Sinter
3
Keton Colloid
6

Talents

Kirin Bolts
Base.png Attacks deal an additional 6% ATK as Arts damage
Elite 1.png Attacks deal an additional 13% ATK as Arts damage
Elite 2.png Attacks deal an additional 20% ATK as Arts damage
Archdemon Mode
Elite 2.png While skill is active and for 10 seconds after skill ends, ATK +13%
Elite 2.pngPotential 5.png While skill is active and for 10 seconds after skill ends, ATK +16% (+3%)

Skills

Skill-KirinRYato1.png
Demon Mode
Passive
20 seconds
Level Effect Initial SP SP cost Duration
Rank 1.png
ASPD +30, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 2.png
ASPD +35, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 3.png
ASPD +40, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 4.png
ASPD +45, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 5.png
ASPD +50, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 6.png
ASPD +60, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 7.png
ASPD +70, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 8.png
ASPD +80, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 9.png
ASPD +90, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Rank 10.png
ASPD +100, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo 20s
Skill-KirinRYato2.png
Blade Dance
Passive
Level Effect Initial SP SP cost Duration
Rank 1.png
Talent 1 effect increased to 1.5x, ATK increased to 105%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 2.png
Talent 1 effect increased to 1.6x, ATK increased to 108%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 3.png
Talent 1 effect increased to 1.7x, ATK increased to 112%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 4.png
Talent 1 effect increased to 1.8x, ATK increased to 116%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 5.png
Talent 1 effect increased to 1.9x, ATK increased to 120%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 6.png
Talent 1 effect increased to 2x, ATK increased to 125%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 7.png
Talent 1 effect increased to 2.1x, ATK increased to 130%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 8.png
Talent 1 effect increased to 2.2x, ATK increased to 135%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 9.png
Talent 1 effect increased to 2.35x, ATK increased to 140%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Rank 10.png
Talent 1 effect increased to 2.5x, ATK increased to 150%, and slashes all enemies in the frontal tile 16 times. More likely to be targeted by attacks for the duration
Additional information
  • The ATK buff applies to both Kirin R Yato's attacks and the damage dealt by Kirin Bolts.
  • Kirin R Yato is immune to disabling effects (Stun, Freeze, Sleep) while Blade Dance is in effect, but will be affected by them once the skill duration ends.
Skill-KirinRYato3.png
Midair Spinning Blade Dance
Passive
Level Effect Initial SP SP cost Duration
Rank 1.png
Rushes 2 tiles forward, slashing all surrounding enemies for 200% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 2.png
Rushes 2 tiles forward, slashing all surrounding enemies for 210% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 3.png
Rushes 2 tiles forward, slashing all surrounding enemies for 220% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 4.png
Rushes 2 tiles forward, slashing all surrounding enemies for 230% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 5.png
Rushes 2 tiles forward, slashing all surrounding enemies for 240% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 6.png
Rushes 2 tiles forward, slashing all surrounding enemies for 250% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 7.png
Rushes 2 tiles forward, slashing all surrounding enemies for 260% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 8.png
Rushes 2 tiles forward, slashing all surrounding enemies for 270% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 9.png
Rushes 2 tiles forward, slashing all surrounding enemies for 280% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Rank 10.png
Rushes 2 tiles forward, slashing all surrounding enemies for 300% ATK for every step moved; every enemy attacked in the process extends distance of the rush (max. 5 tiles, can hit aerial units)
Additional information
  • Kirin R Yato is invulnerable and immune to all Negative Statuses and debuffs while Midair Spinning Blade Dance is in effect.
  • The damaging portion of Midair Spinning Blade Dance is technically considered a projectile.
  • Kirin R Yato can dash past other Operators and walls with Midair Spinning Blade Dance, but cannot dash outside the map boundary.
  • Midair Spinning Blade Dance travels at a speed of 8 tiles/sec and performs one slash every frame, or roughly every 0.267 tiles traveled.
  • Each slash hits enemies in a radius of 0.51 tiles centered on Kirin R Yato.
  • Each time a slash successfully hits enemies, the dash distance is extended by 0.3 tiles, up to a maximum of 5 tiles.

Skill upgrades

Rank 2.png
Skill Summary - 1
5
Rank 3.png
Skill Summary - 1
5
Orirock
6
Damaged Device
4
Rank 4.png
Skill Summary - 2
8
Sugar
5
Rank 5.png
Skill Summary - 2
8
Polyester
4
Oriron
4
Rank 6.png
Skill Summary - 2
8
Compound Cutting Fluid
5
Rank 7.png
Skill Summary - 3
8
Incandescent Alloy
5
Grindstone
3
Rank 8.png
Demon Mode
Skill Summary - 3
8
Crystalline Circuit
4
Compound Cutting Fluid
3
Blade Dance
Skill Summary - 3
8
Orirock Concentration
4
Coagulating Gel
8
Midair Spinning Blade Dance
Skill Summary - 3
8
Cutting Fluid Solution
4
Orirock Cluster
9
Rank 9.png
Demon Mode
Skill Summary - 3
12
Oriron Block
4
Grindstone Pentahydrate
7
Blade Dance
Skill Summary - 3
12
Cutting Fluid Solution
4
Refined Solvent
9
Midair Spinning Blade Dance
Skill Summary - 3
12
RMA70-24
4
Incandescent Alloy Block
8
Rank 10.png
Demon Mode
Skill Summary - 3
15
D32 Steel
6
Polymerized Gel
6
Blade Dance
Skill Summary - 3
15
Crystalline Electronic Unit
6
Orirock Concentration
4
Midair Spinning Blade Dance
Skill Summary - 3
15
Nucleic Crystal Sinter
6
Optimized Device
3

Base skills

Skill-ctrl cost felyne.png Endurance Recovery
Base.png
Control Center.png
When this Operator is assigned to the Control Center, self Morale loss per hour +0.5, Felvine +8
Skill-ctrl token p spd2.png Leading by Example
Elite 2.png
Control Center.png
When this Operator is assigned together with Soubo Adventurers Operators to the Control Center, all Factories' productivity +2% (Only the strongest effect of this type takes place)

Operator Modules

Original

Original module.png Original: Kirin R Yato's Badge
Module Badge.png
Executor Specialist.png
Outfitted with a custom-craft kit, Operator Yato has demonstrated a remarkable aptitude in repeated battlefield penetration.
The Field Operations Department has thus passed the following resolution:
This operator shall be appointed a Specialist Operator during field operations to exercise Executor responsibilities.
In witness whereof,
This badge is hereby conferred upon the above named.

EXE-X

EXE-X module.png EXE-X: Training Dummy
Training Dummy.png
Stage 1
HP +96
ATK +36
DEF +20
New trait:
Refunds a large portion of the current DP Cost when retreated
Stage 2
HP +112
ATK +43
DEF +25
Archdemon Mode improved:
While skill is active and for 10 seconds after skill ends, ATK +14%, further increased by 3% while skill is active
Stage 3
HP +123
ATK +48
DEF +28
Archdemon Mode improved:
While skill is active and for 10 seconds after skill ends, ATK +15%, further increased by 5% while skill is active
Module MissionsUnlock conditions
  1. Complete a total of 5 battles; In each battle, you must deploy your own Kirin R Yato at least 3 times
  2. Clear Main Theme 3-7 with a 3-star rating; You must deploy your own Kirin R Yato, and have Kirin R Yato defeat at least 2 Artillerymen[sic]
  • Complete both of Kirin R Yato's EXE-X Module Missions.
  • Raise Kirin R Yato to Elite 2 Level 60.
  • Have at least 100% Trust with (Kirin R) Yato.
Materials
Stage 1Stage 2Stage 3
Module Data Block
4
D32 Steel
2
LMD
80K
Module Data Block
4
Data Supplement Stick
60
Bipolar Nanoflake
3
LMD
100K
Module Data Block
4
Data Supplement Instrument
20
Crystalline Electronic Unit
4
LMD
120K
Description
I hate the wooden dummy.
It's too big, too heavy, doesn't change in any way, and can't move on its own. No matter how you slash at it, it never hits back. As a training prop, it's stupidly ineffective, and doesn't fit most training purposes. They should throw anything with that little practical value straight in a trash bin.
Stop laughing. Believe me, inefficiency sickens me more than anyone else sitting here. Yes, I train on a wooden dummy every day, but I've had enough of even seeing it.
On the day I first wielded a katana, my first training target was half of a gigantic wooden dummy, taller than I was, so wide I couldn't pick it up. The grounds were covered in snow. They put the dummy dead center, in conditions where your only option for keeping your body temperature up was to brandish your katana as fiercely as you could. The order they gave me was that I wasn't allowed back inside to warm up by the heater until I cut it in half.
That day, I shattered six katanas, and cut through eight dummies.
Since then, practically every day, I've faced off with my katana against dummy after dummy, throwing in the next once I've cut the last one to pieces. I still have the habit today.
You're sharp. Yes, it was "practically" every day, and that's because I did stop once. Not long after I joined Rhodes Island, after participating in my first field mission.
Just like you, I was hungry for victory on my first mission, but during it we hit an enormous snag. We were facing off against a highly experienced Caster. He was small, and with others covering for him, he was casting Arts like a ghost. We could barely put up a fight against it, and my katana couldn't threaten him in the slightest.
It was a painful defeat we swallowed. I was bitter about it as I came back, blaming my blade's helplessness for our loss. So I abandoned my routine, and spent the whole night reviewing recordings and deriving strategies to deal with the Caster's every move. Once I thought I was ready, I stowed away my katana, and took along a huge collection of new weapons to confront the Caster alone.
But in the end, I was defeated. It wasn't because my strategies were flawed, or because those new weapons were ineffective on him. It was because I hadn't spent nearly enough time training those strategies or using those weapons. All I did was assume it'd work, watch the recordings a few times, and head off for battle. Reality proved that hopelessly inefficient, and with a large chance of failure.
After I came back, I restored the wooden dummy and began my routine again. It was just a plain dummy, and though I was sick of it, it was able to support me as I drilled my fundamentals and trained newly imagined moves, and that was enough.
Everyone sitting here is an excellent operator about to take part in their first field mission. As Op Team A4 Captain, I, Yato, warn you all: never stop polishing your skills. That's the one and only path to high efficiency. Acting on assumptions is undesirable. Anything can happen on a fluke, but luck won't always have your back.
A wooden dummy, a target, a mannequin, anything... smash it to pieces, and never stop. That's what you should be doing.
Alright, I'm done... anything else?
Oh? You looked up the mission log? That's right, I did take out that Caster in the end.
I said I failed–I did fail, with those new weapons. In the end, my final plan to settle things was to pull out my katana again, and with the most fleeting of chances, I slashed like I was slashing a dummy.
And I cut that Caster down. End of story.

Changelog