
★★★★★★
Kirin R Yato |
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![]() 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. | |
Class | ![]() | |
Branch | ![]() | |
Faction | ![]() | |
Position | Melee | |
Tags | Fast-Redeploy, Nuker | |
Trait | Significantly reduced Redeployment Time | |
How to obtain | Crossover Limited Headhunting | |
Original | Yato |
Operator | File | Story | Overview | Dialogue | Gallery | Trivia |
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762 | 1016 | 1270 | 1629 | – |
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218 | 321 | 440 | 565 | +90 |
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143 | 205 | 267 | 318 | – |
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0 | N/A | |||
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18 seconds | ||||
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8 | 10 | |||
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1 | ||||
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0.93 seconds |
![]() | DP cost -1 |
![]() | ATK +22 |
![]() | Redeployment time -2 seconds |
![]() | Improves Archdemon Mode |
![]() | DP cost -1 |
Total Cost | |
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Kirin Bolts | |
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Attacks deal an additional 6% ATK as Arts damage |
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Attacks deal an additional 13% ATK as Arts damage |
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Attacks deal an additional 20% ATK as Arts damage |
Archdemon Mode | |
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While skill is active and for 10 seconds after skill ends, ATK +13% |
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While skill is active and for 10 seconds after skill ends, ATK +16% (+3%) |
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Demon Mode Passive 20 seconds |
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Click to show/hide the information for Demon Mode |
Lv. | Description | ![]() |
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ASPD +30, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +35, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +40, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +45, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +50, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +60, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +70, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +80, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +90, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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ASPD +100, attacks hit 2 times, and every third attack on the same target while the skill is active becomes a 6-hit combo | – | – | 20 |
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Blade Dance Passive |
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Click to show/hide the information for Blade Dance |
Lv. | Description | ![]() |
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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 | – | – | – |
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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 | – | – | – |
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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 | – | – | – |
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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 | – | – | – |
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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 | – | – | – |
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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 | – | – | – |
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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 | – | – | – |
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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 | – | – | – |
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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 | – | – | – |
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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 | ||||
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Midair Spinning Blade Dance Passive |
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Click to show/hide the information for Midair Spinning Blade Dance |
Lv. | Description | ![]() |
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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) | – | – | – |
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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) | – | – | – |
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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) | – | – | – |
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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) | – | – | – |
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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) | – | – | – |
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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) | – | – | – |
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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) | – | – | – |
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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) | – | – | – |
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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) | – | – | – |
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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 | ||||
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![]() | Endurance Recovery | ![]() |
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When this Operator is assigned to the Control Center, self Morale loss per hour +0.5, Felvine +8 |
![]() | Leading By Example | ![]() |
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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) |
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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. |
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HP +96 ATK +36 DEF +20 |
New trait: Refunds a large portion of the current DP Cost when retreated |
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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 | |
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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 Missions |
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Prerequisites | ![]() |
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![]() | Have at least 50% Trust with (Kirin R) Yato. | |||||
![]() | Have at least 100% Trust with (Kirin R) Yato. |
Description |
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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. |
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