Patriot (enemy)

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Patriot
Patriot sprite.png
Introduced in
In Other Languages
Simplified Chinese
爱国者
Traditional Chinese
愛國者
Japanese
パトリオット
General Information
Code
PT
Type
Grade
Attack type
Melee
Damage type
Physical
Targeting type
Ground
Traits
Marching Stance
  • Gains greatly increased ATK, DEF, and RES. Becomes more likely to be targeted by your units, and normal attacks strike 4 times
  • Enters a revival state when HP drops to 0, continuously dealing True damage to units around him. After a period of time, enters Ruination stance
Ruination Stance
  • Can perform long-ranged attacks
  • Deals Physical damage to the farthest high ground unit
  • Continuously deals True damage to allied units within range
  • Immune to Stun, Frozen, and Levitate

Patriot is 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[edit]

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.

Ability Initial CD Cooldown
Immune to damage from Originium Altars' Pulse Waves.
Innate
Inspires all enemies on the map, increasing their ATK and DEF by 20% and 200, respectively (stacks).
Passive
Marching Stance
  • ATK, DEF, and RES increased by 50%, 200%, and 100%, respectively.
  • Uses a melee attack that hits four times.
  • Increases aggression level by 2.
Marching Stance traits
Revives over 60 (Lv0)/30 (Lv1) seconds when defeated in the Marching Stance and enters the Ruination Stance. From this point, Patriot emits an aura that deals True damage equal to 5% ATK every 0.8 seconds to nearby friendly units within a radius of 1.75.
Ruination Stance
  • Invulnerable for 15 seconds (indicated by a yellow aura surrounding Patriot).
  • Immune to Stun, Freeze, and Levitate.
  • MSPD increased by 0.1.
  • Now uses a ranged attack with a range of 0.85 and the interval reduced by 0.4 seconds.
Ruination Stance traits
Targets the furthest friendly unit on a high ground tile from Patriot and winds up for 3 seconds, during which the target is marked with a red crosshair, before throwing the halberd at the target, dealing Physical damage equal to 135% ATK upon impact.
Only used if at least one friendly unit on the map is on a high ground tile.
15 sec. 20 sec.

Appearances[edit]

Main Theme 7-18H7-414-20H14-4
Story Collections VI-7
Integrated Strategies Victory Rewind
Trials for Navigator Clash of Ideologies

Stats[edit]

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
Attack rangeHP regeneration rateWeightLife Point penalty
72
SusceptibilitiesSilenceStunSleepFreezeLevitateFrightenFear
Additional informationLevel 1 stats are used in H7-4.

Trivia[edit]

  • Before the Enemy Intelligence rework on the Hortus de Escapismo update, Patriot is notable for having an S rating on his HP, DEF, and RES; the last two actually refers to Patriot's effective DEF and RES while in the Marching stance where he initially starts in.
  • It is claimed that Amiya with Skill-Amiya2.png Chimera active is hard-coded to survive Patriot's halberd throw attack regardless of her HP, albeit with only ~100 HP left. However, this had been confirmed to be false,[1] and possibly originated from the fact that when leveled enough, Amiya w/ Chimera active and full HP will be able to withstood Patriot's halberd throw attack.
  • During a seminar at Fudan University in September 2021, Da Huang, Arknights' level designer at the time, revealed that:[2]
    • Patriot was meant to have three forms instead of two he was currently, making him the strongest boss at the time.
    • 7-18 was originally designed in the manner that it is impossible to defeat Patriot and fits with the story. This idea was dropped when the scriptwriters advised that he has to be defeated by Kal'tsit and Rosmontis, which Patriot does in the final release. A similar mechanic was later applied (albeit optional) to Mephisto, "The Singer".

References[edit]