
Thanks to its durability, it’s unlikely that it will die quickly outside of extreme situations, making it easy to deal a lot of true damage even against the toughest of enemies.The Windrunners are drawn to “big sibling” types who seek to protect the defenseless while also enjoying the action and fighting for what they believe in. Since the summon will stun enemies for 3 seconds when summoned, Nearl can easily get a couple true damage hits in even against things that would one-shot the summon (so long as the target isn’t stun immune). Nearl has high physical damage output where, realistically, even if the conditions are not met, she deals enough damage to still be relevant. The skill’s main drawback is that, unless the enemies are blocked by herself or the summon, she will be dealing physical damage. Overall the skill solidifies a strong position for Nearl as a strong operator, able to deal with multiple enemies more easily while keeping the branch’s strengths of dealing with priority targets. Having an extended range also helps her cover not only her own lane, but nearby lanes as well, opening up multiple placement opportunities. The true damage dealt from summoning it is affected by the ATK buff from the skill itself, making the skill start off strong with an initial burst of true damage. The summon is very tanky and provides a way for Nearl to block more enemies to help deal with her being a 1-block operator. While this skill is one of the best sources of true damage in the game if used right, which alone is a good enough reason to use it, it also has good stalling utility and helps deal with the branch’s weaknesses thanks to the summon. This means that if you chain her deployments you will get both the double true damage and her normal redeploy time. Similarly to the talent, she’ll take herself into account for the redeployment time condition. The skill synergizes well with her first talent, as the skill’s ATK buff will boost its damage.

She can be used as a backup slot, both aggressively and defensively, with the main tradeoff being the increased redeploy time and the forced retreat. This enables her to be used even in situations where you’re tight on deployment space and would otherwise have to retreat someone else. One of the more unique aspects of this skill is how she takes up no deployment slots with it. However, be wary of ranged enemies targeting her and wasting shield layers if you’re relying on them to survive. This survivability advantage opens up many more opportunities for her to do good work even against what would otherwise be impossible-to-tank enemies. To combat this she can tank multiple hits thanks to the shield layers, regardless of the amount or type of damage. This is important because, while others within the branch are all able to deal good damage upon deployment, they lack the survivability needed to go against hard-hitting targets. This is Nearl’s helidrop skill, bringing strong damage output alongside good survivability. If the last deployed operator is a operator, redeployment time will not increase When the skill ends, automatically retreat and redeployment time is increased by 25%.


After deployment, ATK +160% and gain 4 layers of Shield.
