Patriot (enemy)

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Patriot acts as the main boss of Episode 07.

Enemy description
His armor is in disrepair and damaged in many places. The blade of his once sharp halberd is now eroded with rust. However, the indomitable Patriot never capitulates, never backs down, and never shows mercy. He has long struggled with fate, and now resolves to slit the throat of fate.

Overview

The last pure-blooded Wendigo. Has extremely high DEF and RES when in Marching stance, and is immune to stuns when in Ruination stance.
—Tooltip

Patriot demonstrates his monumental prowess with his staggering HP and ATK — some of the highest of all bosses, as well as his abilities which further accentuate his immense strength, making him noted to be among the strongest bosses in Arknights:

  • As long as Patriot is present, all enemies (including Patriot himself) will be Inspired, which is twice as effective as Guerrilla Heralds (+20% ATK and +200 DEF).
  • Takes no damage from Originium Altars' Pulse Waves.
  • Marching Stance: Patriot starts in the Marching Stance, indicated by his shield raised and glowing, with the following properties:
    • ATK increased by 50%.
    • Attacks hit four times in a quick succession, thus all but the very sturdiest of Operators will be knocked out with just a single strike.
    • DEF and RES tripled and doubled, respectively, rendering Patriot extremely resilient to all but True and Elemental damage unless his defenses are weakened/bypassed by significant DEF/RES debuffs or ignores.
    • Has an aggression level of 2 (higher than that of Guerrilla Shieldguards).
  • When Patriot's HP reaches 0 for the first time, he will revive himself by fully restoring his HP over the course of 60 seconds (30 seconds at Level 1), during which Patriot is invulnerable and disabled. From this point, Patriot emits an aura that deals True damage equal to 5% of his ATK to friendly units within a radius of 1.75 tiles around him every 0.8 seconds.
  • Ruination Stance: Once he revives, Patriot enters the Ruination Stance, indicated by his shield lowered and a red smoke trailing him, and loses the properties of his Marching Stance but receives the following:
    • Invulnerable for 15 seconds, indicated by a yellow aura surrounding Patriot.
    • Speed increased by 0.1 tiles/second and becomes immune to Stun, Freeze, and Levitate.
    • Attack interval reduced by 0.4 seconds and attack range increased to 0.85 tiles — the attack is now considered as ranged, allowing Patriot to hit friendlies in both melee and ranged tiles. However, his attack only hits once and has a noticeably longer wind-up time.
    • A special attack where Patriot winds up for 3 seconds and hurls his halberd at the furthest ranged friendly unit from his position anywhere on the map (who will be marked by a red crosshair during the windup), dealing Physical damage equal to 135% of Patriot's ATK, enough to KO nearly all ranged Operators with one hit. The special attack has a cooldown of 15 seconds from when Patriot enters the Ruination stance (he will therefore use it immediately as his invulnerability expires) and 20 seconds afterward, but Patriot will only use the special attack when at least one ranged friendly unit is present.

Appearances

Main Theme 7-18H7-4
Story Collections VI-7
Trials for Navigator Clash of Ideologies

Stats

Lv.HPATKDEFRESMSPDAtk. int.E-RESERST
0
45000
A+
1600
A+
500
B
45
B+
0.4
D
4
C
0
E
0
E
1
60000
A+
2000
S
500
B
45
B+
0.4
D
4
C
0
E
0
E
Addendum
Level 1 stats are used in H7-4.
Weight 7
Life Point penalty 2

Vulnerabilities

Silence Stun Sleep Freeze Levitate Frighten
Immune Vulnerable Immune Vulnerable Vulnerable Vulnerable