Operator overview: Nearl the Radiant Knight

From Arknights Terra Wiki
Jump to navigation Jump to search

Nearl the Radiant Knight is the alternate 6★ version of Nearl who is a Dreadnought Guard specializing in DPS and only available from the Celebration limited headhunting banners starting from Through a Path of Briars; until then, she is only available in Path of the Radiant. Being limited banners, the "pity" system from other banners are not carried over to every Celebration banner, but to compensate that, the Radiant Knight has a 70% chance in Path of the Radiant and a 30% chance in Through a Path of Briars, Here I Stand, and By My Will to be the 6★ Operator that appears in a pull, and can be purchased at the Certificate Store for 300 Headhunting Data Contract icon.png while Path of the Radiant and a Celebration banner starting from Through a Path of Briars is up.

Being an alter Operator, the Radiant Knight is subject to the following mechanics:

  • Both Nearl and the Radiant Knight shares the same Trust, but have different potential, skills (as well as separate skill upgrades/Specialization training), talent, and base skills (as well as separate morale).
  • Both Nearl and the Radiant Knight have their own outfits and dialogues, and are available separately as the player's Assistant.
  • Both Nearl and the Radiant Knight can be present in one squad or the RIIC at the same time.

As a Dreadnought Guard, the Radiant Knight has high HP and ATK, but low DEF, high attack interval, and can only block a single enemy. True to her reputation, the Radiant Knight has one of the highest HP and ATK of any Operators – tied with Skadi among Guards.

Talents

  1. Brave the Darkness deals True damage to enemies in the adjacent tiles when the Radiant Knight is deployed and temporarily Stuns them. Should the previously deployed Operator is a Kazimierzian (including Pinus Sylvestris Operators), denoted by the Radiant Knight's portrait glowing in the deployment list, Brave the Darkness will deal two instances of True damage.
  2. Daybreak causes the Radiant Knight's attacks to ignore a portion of the target's DEF.

Skills

  1. Flaming Edge permanently extends the Radiant Knight's range to 2 tiles ahead of her and buffs her ATK and ASPD once charged.
  2. Night-scouring Gleam makes the Radiant Knight not counted towards the Unit Limit and gives her both an ATK buff and several layers of Shields (with the count indicated by the floating glimmering swords around her) for a period of time after she is deployed. When Night-scouring Gleam expires, the Radiant Knight will be forcibly retreated (despite appearing as if she had been knocked out in-game) and has her redeployment time extended by 25% (to 88 seconds, or 82 seconds at Potential 3) if the previously deployed Operator is not a Kazimierzian.
    • The combination of good ATK buff and Shields allow the Radiant Knight to be "helidropped" next to priority targets and easily takes them out while surviving their retaliation, even when the player's Unit Limit are used up.
  3. Blazing Sun's Obeisance deploys a Blazing Sun on any of the adjacent tiles to the Radiant Knight as long as they are open deployable melee tiles, which deals True damage to the adjacent enemies and momentarily Stuns them upon deployment; the Blazing Sun's True damage will be dealt twice if a Kazimierzian Operator is deployed previously. While Blazing Sun's Obeisance is active, the Radiant Knight has her range extended to a radius of 2 tiles ahead of her, ATK and DEF buffed, and deals True damage against enemies that are being blocked by her or the Blazing Sun.
    • The Blazing Sun can block up to two enemies and has great HP and DEF, but does not attack and will disappear when Blazing Sun's Obeisance expires.
    • Blazing Sun's Obeisance allows the Radiant Knight to overcome the drawback of her Dreadnought branch by blocking more enemies (so long as the Blazing Sun is deployed on the correct place) with the extended range also allows her to easily dispatch most enemies before they could approach her and True damage helps in overcoming those with very high DEF (though they need to be blocked by the Radiant Knight or the Blazing Sun for this to work), not to mention the skill has a surprisingly good uptime for all its worth.

Operator Modules

  1. The DRE-X Module, Blade of Blazing Sun, increases the Radiant Knight's ATK against enemies that are being blocked to 1.15× in addition to increasing her maximum HP and ATK. Once upgraded, Daybreak's DEF ignore is increased.
    • Blazing Sun Blade primarily boosts the Radiant Knight's DPS against single enemies (whom she must block herself for it to work), while its Daybreak improvement helps her deal more damage against high-DEF enemies, especially when using her Flaming Edge or Night-scouring Gleam.
  2. The DRE-Y Module, "A Knightly House", causes the Radiant Knight to survive a fatal hit with fully restored HP once per deployment at which her ASPD is increased by 30 but her maximum HP is reduced by 60% in addition to increasing her ATK and DEF. Once upgraded, Brave the Darkness will also be triggered when the Radiant Knight is KO'd for the first time and its damage and Stun duration is increased/extended at Stage 3.

Base skill

Knight Training speeds up the skill Specialization training by 5% for every Knight Operator assigned to facilities (those acting as Base Assistants are not counted), which stacks up to 5 times, while she is assigned as the trainer in the Training Room. At Elite 2, Knight Training becomes Noble Creed which stacks up to 8 times.

Summary

For her extreme rarity, Nearl the Radiant Knight is an outstanding and arguably the best Dreadnought Guard who can easily defeat all who stands before her no matter the situation if used correctly.

Fear neither hardship nor darkness, as Margaret Nearl the Radiant Knight shall lead us to victory against evil!