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2021.10.22 16:07 DHG_Alt2 (17) Trying to meet some people, been alone for a while. Text if you want

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2021.10.22 16:07 HRJafael What was the moment that made you think you were on candid camera?

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2021.10.22 16:07 MemeMakerRick New Members Intro

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2021.10.22 16:07 Plastic_Tadpole_5096 Refund for order stuck at customs?

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2021.10.22 16:07 TuukkaRaskisBack I posted my Dream Theater Review today for anyone who's interested, and I think it's a little more balanced than most reviews I've seen

I posted my Dream Theater Review today for anyone who's interested, and I think it's a little more balanced than most reviews I've seen submitted by TuukkaRaskisBack to Dreamtheater [link] [comments]


2021.10.22 16:07 SelfAwareMachine Astrocytes Regulate Daily Rhythms in the Suprachiasmatic Nucleus and Behavior

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2021.10.22 16:07 Boelthor "I... want you to allow me to remain at your side." (Skadi the Corrupting Heart Guide)

Skadi the Corrupting Heart, henceforth known as Skalter, has arrived on global to take her place among the very best operators in the game. But despite her strength she's easy to underestimate; she doesn't scream "broken" like SilverAsh or Surtr do, so you have to either use her yourself or take a closer look at how her numbers affect the game. And while getting good results from her is very simple (place s2 Skalter, place operators in her range, done), you can get even better results by understanding who benefits the most from her. While normally I would wait until I've finished mastering my Skalter, she's a limited operator so I want to make sure people have time to read the guide and think about her while she's still available to pull.
Basic Information Skalter is a 6* Bard Supporter, acting as a pure healer+buffer. But unlike most units focusing on those roles, her sheer strength and versatility makes her one of the most powerful units in the game, and with her ease of use there's little reason not to bring her to every stage you possibly can.
Alternate Operator Rules Skalter is what the game refers to as an "Alternate Operator", more popularly known as an "alter". Alters are units derived from some other operator, with Skadi the Corrupting Heart being derived from Skadi (the 6* Guard). An alter cannot be in the same squad as their original, nor can an alter be active in the base as the same time as the original. Alters use the same Trust % as the original, but otherwise share no stats nor investment. You don't need to own the original to use the alter.
Trait: Does not attack, continuously heal all allies in range, unaffected by [Inspire] effects Skalter does not attack, not even in the sense that Medics do when healing. Skalter heals via applying passive regen equal to 10% of her Attack/second. As this is passive regen it works even on unhealables like Mudrock and summons. Plus this is true AoE like the entirety of her kit, so no matter how many allies are in range all will receive the full benefit. [Inspire] effects are the buffs applied by Bard Supporters, meaning Skalter and Sora cannot buff themselves or each other.
"Offensive" Stats Skalter's Attack is still relevant because her healing and Attack buffs both scale off it it; at e2 30 with no skills active she will have 40 hps via her trait. This is not much but better than no healing at all. She has a range covering everything within two tiles of her.
Defensive Stats By the standards of ranged operators Skalter has above-average HP and incredible Defense, with no Res. Add on her innate healing and she is capable of tanking most basic ranged enemies with ease, and even lasting a decent amount of time against more dangerous ones.
Cost and Trust With a bargain basement 8 DP cost Skalter is one of the cheapest units in the game. Her trust gives +50 Attack and +30 Defense; fairly big increases relative to her base stats, so her performance may lag until you've had time to raise it. However, as her trust is shared with Guard Skadi it's possible that you'll have Skalter at 200% from the moment you pull her.
First Talent: Ancient Kin Skalter can summon a Seaborn onto any deployable tile that lasts for 25 seconds or until retreated, with a fixed 5 DP cost and 30 second redeploy timer. The Seaborn cannot attack, be attacked, blocked, or otherwise directly participate in combat, but it has a 3x3 range centered on itself. This range is treated as an extension of Skalter's range, allowing her trait and skills to affect all within. If this range overlaps with Skalter's normal range the effects do not stack, with one exception to be covered later.
This talent is practically a skill in its own right; the Seaborn acts as a fusion of Silence's drone and Shamare's doll, allowing Skalter to deliver healing and buffs anywhere she needs to. Due to how it works in tandem with her actual skills it will be covered in more detail in a future section of the guide.
Second Talent: Predatory Habits As long is there is at least one ally within Skalter's range, she gains +6% Attack; if there is at least one [Abyssal Hunter] she instead gains +15% Attack.
The 6% Attack boost is effectively permanent; if Skalter has nobody to heal or buff then something has gone terribly wrong. The 15% boost is a neat bonus if you're running an Abyssal Hunter (Specter, Andreana, and Gladiia at the time of writing), though it's not worth changing your team comp for. But Skalter gets glowing red eyes when an Abyssal Hunter is in range, so it's absolutely worth it due to how cool that is. Something you may overlook is that Skalter herself is not an Abyssal Hunter (unlike Skadi), so she doesn't benefit from the faction buffs most of them have.
First Skill: Chant of Returning by Varied Paths At m3{m0} Chant of Returning by Varied Paths has 30 initial SP, costs 50{54} SP, recovers SP over time, lasts for 30 seconds, and is manually activated. It gives Skalter +170%{+140%} max HP, fully heals her at the moment the skill is cast, increases her trait's healing multiplier to 80%{60%} of her Attack, and transfers 50% of the damage taken by allies in range to Skalter (calculated after their Defense/Res and other damage reductions, but ignoring Skalter's). HP drain from Surtr's s3 is not shared, but HP drain from poison mist maps is.
This skill effectively halves the damage taken by allies in range and has hps on par with a Medic's burst skill. You can think of this as an alternative to Shining and Nightingale's s3s which has a lower duration but lower cooldown, heals unhealables, and works against any damage type (even true damage!). Skalter also has worse performance during her downtime, as she only has her baseline passive regen while Shining/Nightingale are still full Medics. While Skalter herself does take damage, her increased max HP and instant full heal mean she's in little danger from being ohko'd, and as her healing is true AoE she can heal herself just as fast as she heals whoever originally took the damage. The one thing to be wary of is that she will take damage on behalf of everyone in range, so if you're in a stage where multiple operators are taking heavy damage you'll have to put a little thought into her survival. But it's well worth it, as those stages are the ideal situation for her immense true AoE hps.
Skalter's s1 is a monster of a skill, but in most situations you can get by with more moderate healing/defensive skills, and using it comes at the cost of Skalter's s2. It's a low mastery priority already thanks to this, but on top of that it's usually more than strong enough at m0, unless you're pushing for the absolute limit. Assuming you do decide to invest in mastery, be sure not to stop at m2, as all it gives her is a paltry +10% max HP and -1 SP cost.
Second Skill: Wish of Burial Beyond the Light At m3{m0} Wish of Burial Beyond the Light has 0 initial SP, costs 56{64} SP, recovers SP over time, lasts forever, and is automatically activated. It increases the Attack and Defense of all allies in range by 60%{45%} of Skalter's respective stats, and increases her trait's healing multiplier to 20%{17%} of her Attack. The Attack and Defense buffs are [Inspire] effects, so they does not stack with other [Inspire] effects applied to the same stat and do not apply to Bard Supporters.
While this skill may not be all that inspiring at first glance, it's easily one of the most broken skills in the game. Let's start with the numbers: at e2 30 and s2m3 Skalter provides 239 Attack, 139 Defense, and 80 hps; at e2 90 and s2m3 Skalter provides 266 Attack, 158 Defense, and 89 hps. For perspective the Attack/Defense increases give an e1 55 3* stats roughly on par with an e2 90 6*, and they apply to all allies in range, all the time. That last part is one of the things that sets this apart from other buffing skills; they last only a limited duration and usually apply to a single operator, so in order to get the most out of them they must be synchronized with other burst skills, which is usually overkill. On the other hand, Skalter's consistent true AoE buff does not only amplify strengths, but also shores up weaknesses. The other major distinction is that most buffs are based on a % of the recipient's stats, so operators with low Attack get little from an Attack buff, and operators with low Defense get little from a Defense buff. Meanwhile Skalter provides buffs based on a % of her own stats, so low Attack operators gain a lot of Attack and low Defense operators gain a lot of Defense (relative to their base stats). High Attack and high Defense operators also get to benefit in their own ways, such as high Attack operators becoming even better at dealing with armored enemies. Oh, and with her Defense buff her hps is high enough that she effectively replaces Medics, while bringing an Attack buff and costing less DP. I'll go into much more detail later, but for now suffice it to say that Skalter's s2 mangles the fundamental numbers the game's math is balanced around.
Thankfully actually using the skill could hardly be simpler: place Skalter down, and in a bit less than a minute the magic happens with no further effort on your part.
Skalter's s2 is what you're going to be using 99.5% of the time (that's % of stages btw, not just % of times you're using Skalter); m3 it as soon as you're finished with major dps masteries like SilverAsh's s3.
Third Skill: "The Tide Surges, The Tide Recedes" At m3{m0} "The Tide Surges, The Tide Recedes" has 15 initial SP, costs 35{38} SP, recovers SP over time, lasts for 20 seconds, and is manually activated. It causes Skalter to stop healing allies and herself, and instead causes her to lose HP equal to 5% of her max every second. It increases the Attack of all allies in range by 110%{80%} of Skalter's Attack, and causes enemies in range to take true damage (ignores Defense/Res) equal to 70%{55%} of Skalter's Attack every second. Uniquely, the true damage will stack if Skalter's range overlaps with the Seaborn's range, unlike all other effects. The Attack buffs is an [Inspire] effect, so it does not stack with other [Inspire] effects applied to the same stat and does not apply to Bard Supporters.
The self-damage from this skill is exactly enough to kill Skalter unless she has outside healing so you will need to account for this, but even the tiniest heal is enough to save her. The main draw of this skill is the large Attack buff in a true AoE; at e2 30 and s3m3 Skalter provide a hefty 438 Attack, and unlike the other major Attack buffers (Aak and Warfarin) there are no strings attached or concerns with targeting. Also unlike them this does not scale off of the recipient's Attack, which gives it great synergy with low Attack, high dps operators like Exusiai or Ash. Or Exusiai and Ash; the skill is perfectly capable of buffing both simultaneously, especially since the Seaborn makes range a nonissue. While the buff isn't as dramatic on other operators, the ability to buff multiple targets helps make up for quality with quantity, and can give some interesting benefits on operators who normally wouldn't be a buff target. For example, Medics heal based on their Attack but typically have low Attack, sometimes low enough that Skalter s3 will more than double it! The true damage is secondary; given Skalter's low Attack she simply doesn't do enough damage relative to the HP pools of most enemies that have the Defense+Res to make true damage shine. It's still free damage though, and can help clear out cannon fodder so the buffed operators can focus on the real threats.
Skalter's s3 in a vacuum is a very strong skill with good gains from mastery, albeit somewhat situational as most buffing skills are. But unfortunately it's competing with Skalter's s2, and it's rare that it can win that competition. In terms of priority s3m3 is a nice luxury to work on if you're an established player since it can be incredible when its moment arrives, and it does tends to see a bit more usage in extremely high end content (like max risk CC, though s1 and s2 have both gotten within 1-2 risks of max).
Detailed Information Now that I've gone over Skalter's entire kit it's time to return to her buffs, since the way they interact with other operators is hugely important to using her well.
A Rising Tide Lifts All Boats While everyone gets the same buffs from Skalter, some operators are better able to take advantage of those buffs than others. For example, Beehunter improves a lot more with Skalter's buffs than Surtr does. But just because an operator improves more doesn't mean they're better; even an unbuffed Surtr is still going to perform much better than a buffed Beehunter, and buffing Surtr would only widen the gap. Best of all are strong units who can put the buff to great use, such as Ash. There are plenty of times when Skalter's buff can be the deciding factor between two operators, but don't forget to consider how strong they were to begin with.
That said, one of the nice things about Skalter compared to similarly broken operators is that she shares the spotlight rather than stealing it. If you happen to be a fan of a weaker unit Skalter will usually improve their viability greatly. She's also good for experimenting with units that have interesting kits but low stats.
S2's Defense Buff and Healing Operators can be roughly divided into 6 "tiers" of Defense: Soft Ranged (~100-150), Hard Ranged (~200-250), Soft Melee (~300-350), Hard Melee (~400-450), Soft Defenders (~550-650), and Hard Defenders (~700+). Skalter's s2 effectively pushes all operators up one tier, which combined with her innate healing greatly improves their survivability.

In short, while a passive Defense buff may not sound all that exciting it has a drastic impact on when and where operators can be used, and ultimately on how you build squads in the first place.
Interlude: Buff Stacking and Scaling Before moving on, a bit of info on how particular Attack modifiers stack is needed. There are three kinds of Attack increases: +%, +flat, and attack scale. "+%" bonuses are called as such because the game uses that format for them, such as True Silver Slash giving +200% Attack at m3. +% boosts are always applied based on the original Attack stat, and are applied before the other kinds of modifiers. "+flat" bonuses given some fixed amount of Attack, like Skalter's s2 and s3. +flat bonuses are applied after +% bonuses but before attack scale. Additionally, +% and +flat bonuses will affect the Attack stat shown on the panel when you select an operator in battle, while attack scale does not. Attack scale is applied after +% and +flat, and is a multiplicative modifier rather than additive. It is normally represented as a multiplier in game, and may be less than 100% (causing Attack to decrease).
The reason this matters is that because Skalter's buff is +flat it is not amplified by +%, but is amplified by attack scale. The other factor that can amplify Skalter's buff is hit rate; the buff adds a fixed amount of Attack, so more hits=more chances to use that fixed extra Attack. AoE and multitarget also count towards hit rate, since they're still more hits. You can consider these two factors as just one, attack scale/sec, by simply multiplying the attack scale by the number of hits/sec; treat hits with no attack scale as having 100% attack scale.
A common misconception to clear up here is that the buff does not inherently work better for operators with low Attack; rather, those operators usually have higher hit rates or possibly attack scale, leading to high attack scale/sec. Myrtle is an example of an operator with low Attack but also low attack scale/sec. Meanwhile s3 Bagpipe has >1000 Attack, but her triple hit and talent give her good attack scale/sec. Even if Myrtle's dps goes up by ~50% while Bagpipe's goes up by ~20%, 20% of s3 Bagpipe's dps is a lot higher than 50% of Myrtle's dps.
S2's Attack Buff Now that that's covered, we can continue with s2. Unlike with Defense operators can't be sorted as neatly, and may fall into multiple categories. This also means that there will be operators that don't fit neatly into any category, so this section will focus on the most common and most important categories.
High attack scale/sec, high raw dps Skalter's buff allows these operators to double down on their strengths, and helps solve the problems many of them have against armored enemies. AA Snipers are the premier example as they focus heavily on attack scale/sec, especially the 6*s. On the ground the classic examples are Dualstrike Guards and Brawlers, who also appreciate the Defense buff. A less obvious archetype in this category is AoE Guards; as long as they're hitting multiple targets they too have high attack scale/sec. There are also operators who fall into this category by virtue of their kits, such as Rosmontis and Ceobe.
High physical damage/hit One of the benefits of having high physical damage/hit is the ability to brute force through high Defense enemies, and Skalter makes this even more effective. Close-range Snipers are the flagship example, though they often hit so hard they don't need much help. Less extreme examples are AoE Snipers and AoE Guards, who tend to get more benefit in practice. There are many operators whose kits give them high physical damage/hit, such as SilverAsh or even Platinum.
Hybrids There are many operators that fill multiple roles at once, such as Healing Defenders being both healers and tanks. Usually this comes at the cost of being weaker in any individual role that a more focused operator, but Skalter's buffs can often make up for numerical compromises. Aside from the aforementioned Healing Defenders, the various DPS Defenders tend to fall into this category, as do tanky Guards. Roles are not limited to only the classic dps/tank/healer; Push Specialists are dps/crowd control hybrids, while Siege and Saga are dps/DP generation hybrids, and Liskarm is a tank/dps/SP battery hybrid.
Nukers Nukers are operators that deal a lot of damage in a very short amount of time, followed by a long cooldown. The nukes often have high attack scale and/or hit multiple times, and given that there's a long cooldown it's important that the nuke does as much damage as possible. W is the most prominent nuker thanks to her s3, which scales well with Skalter's buff. Dualstrike Guards all have nuke-style skills of varying power and cooldown, with Ch'en's s3 in particular having extremely high total attack scale. Other nukes include (but are not limited too) Firewatch s2, Weedy s3, Blaze s3, and Siege/Saga s2.
Healers Normally you don't buff healers when you could buff a dps, but since Skalter is true AoE you often don't need to choose. ST Medics don't benefit that much from Skalter's buff as they typically have bad heal scale/sec and high hps. AoE Medics have better heal scale/sec when they can make use of their multitarget, and lower hps in the first place. Healing Defenders have varying heal scale/sec and hps depending on their skills, but benefit greatly from Skalter's Defense buff and can deal some extra damage with the Attack buff. Other kinds of healers vary wildly, but overall Skalter's own healing is likely to have a higher impact than buffing a healer.
Others As for operators that don't fall into any of those categories, you usually shouldn't worry too much about them when using Skalter. They'll still benefit from her buffs of course, but their individual kits will likely be more important than their ability to make use of Skalter. The general guideline is to prioritize operators that can use both her Attack and Defense buffs rather than just one, which usually means melee dps operators.
S3's Attack Buff Most of the information above applies equally to s3, though s3 obviously lacks s2's Defense buff/healing so you want to prioritize based almost solely on dps. The other difference is that as a burst skill s3 works best with burst skills.
Leveling and New Players Given Skalter's low stats it may seem like leveling her doesn't do much, but in truth she is one of the best operators to level. The reason for this is simple: Skalter shares her stats to operators in range, so by leveling Skalter you're effectively leveling everyone in her range. And since you can choose what operators are in her range, you can essentially choose who gets these extra "levels" freely rather than having to permanently commit LMD and EXP to a single operator. This isn't to say you must or even should e2 90 your Skalter--an e2 30 Skalter is still going to be an amazing unit, this is just for those of you who are considering leveling some operators even higher. This also makes Skalter extremely valuable for new players who are very tight on resources, and are more likely to be using units like 3*s that lack unique kits and rely only on stats in the first place. You should still raise individually strong units like SilverAsh or Mudrock first, but don't neglect Skalter just because you "don't have anyone for her to buff"; everyone is someone for Skalter to buff.
Usage This section will be short, as using Skalter is very straightforward; it's deciding who to use with her that's complicated.
The Seaborn How you use the Seaborn varies depending on which skill Skalter has equipped, but at the very least the Seaborn can be used to temporarily project Skalter's passive regen anywhere on the field. This isn't likely to save an operator's life in an emergency, but it can help prevent an operator who otherwise has no healing from dying to attrition.
With s1 active the Seaborn is excellent at emergency rescue; it's like being able to drop a miniature Shining/Nightingale s3 anywhere on the map, and is enough to save an operator's life against most opponents. But even better is the ability to use it proactively in combination with a helidrop operator--you could deploy someone like Eyjafjalla at the same time as the Seaborn, and use Skalter's s1 to ensure that Eyja activates her s3 even under heavy fire. Surtr specifically gets a lot from this; even if her HP drain isn't shared Skalter can still heal it for quite a while, and it will reduce the damage Surtr takes from enemies. You could even use it alongside Gravel for temporary extreme tanking ability. Another usage is against attacks that hit many operators, such as used by certain bosses like the ones in Chapter 8; between Skalter's normal range and the Seaborn's range it's often possible to cover the entire squad so they'll benefit from Skalter's s1, though Skalter will likely need a healer of her own. A simpler usage is having the Seaborn heal operators that are badly injured but not currently in danger while Skalter is busy shielding operators in her normal range.
With s2 active the Seaborn simply lends the buffs out temporarily. As with s1 this can be combined with a helidrop operator; s2 offers less protection in exchange for an Attack boost, which is a good trade for operators who are already reasonably durable. With s2 the Seaborn also makes for a good panic button, as the increased healing and stat buffs are often enough to save an operator as long as you react quickly, and you don't need to worry about s2 being on cooldown. Other than that, just use it whenever some part of the map needs a little bit higher performance for a time.
With s3 active the Seaborn is very important. As always it makes a good combo with helidrops, this time providing sheer offense. Simply extending Skalter's range is also useful since it helps make sure all your dps operators get buffed when you're using this to take down a boss, giving you more freedom in how you position them to begin with. If there's nobody left who it's useful to buff then you can simply drop the Seaborn onto the enemies in order to get some free true damage. Ideally you will be able to both buff operators and get the true damage, but if forced to choose almost always prioritize buffing dps operators. There are also occasions where you might want to exploit the fact that the Seaborn cannot be attacked or harmed, dropping it into an otherwise deadly or inaccessible group of enemies in order to get free damage.
Stun Bait Other than activating her skills, everything Skalter does is entirely passive, meaning she still heals/buffs even if stunned, frozen, or otherwise prevented from acting. She's also tanky for a ranged operator, so as long as you can make sure she has the chance to get her skill activation off she makes perfect bait for stun snipers, freeze casters, and the like.
Synergies While in truth this section could be "literally everyone", I'm reserving it for those who have some unusual interaction with Skalter, benefit disproportionately from her buffs, or who I otherwise deem worth discussing.
Cornerstones For those unaware, "cornerstone" is used to refer to s2 Blaze, s3 Thorns, s2 Mudrock, and s2 Mountain; all four of these operators have the dps and durability to easily solo entire lanes, and their skills have effectively no downtime once they've gotten started. Skalter's s2 has been nicknamed the "Cornerstone Halo" because it provides buffs to dps and durability with effectively no downtime once it's started, so placing an ordinarily good operator in her range turns them into a makeshift cornerstone. But place an actual cornerstone in her range and they become even better at holding lanes, with little to fear from anything short of the stronger bosses. Blaze deserves a special mention as she's the only cornerstone with finite self-healing, so Skalter removes the possibility of Blaze dying to attrition.
Suzuran Suzuran already comes with an obvious benefit: she increases SP regen by +0.4 SP/sec for Supports while she's on field, letting Skalter charge her skills faster. But the biggest synergy is that Skalter is an AoE buffer and Suzuran an AoE debuffer; they both provide a teamwide damage increase against multiple targets. Furthermore, while Suzuran's debuff is applied after Defense and thus is less valuable against high Defense, Skalter's Attack buff helps operators break through high Defense. On top of that, Suzuran's s3 provides healing throughout her range, which prevents Skalter's s3 from killing her. And Suzuran's debuff even amplifies true damage, so Skalter s3 will directly deal more damage.
Shining Shining's AoE Defense buffs open up the potential for a tactic I've dubbed echoing. Echoing is simple: you place Skalter in Shining's range, and a third operator in both their ranges. Shining gives +60 Defense to both Skalter and the third operator, Skalter gives her normal Defense buff to the third operator plus an extra 36 Defense due to Shining having buffed Skalter's Defense. That's already more than +200 Defense (enough to move up two Defense tiers), but Shining can then use her s3, which both provides the normal buff to the third operator and further buffs Skalter, increasing the buff Skalter provides. In case you weren't aware Shining's talent is unusual and applies before +% effects, meaning it gets multiplied by her s3 as well.
Most other strategies involving buffing Skalter are far too much effort for what you get outside of situations like max risk CC, due to the difficulty of getting all the buffs to land on the correct operators.
Saria One of the many things that makes Saria so good is her talent, Rhine Charged Suit, which passively gives +25% Attack and +20% Defense; these extra stats on top of being a 6* push her beyond the normal standards of her archetype, letting her have both a Soft Defender's utility and a Hard Defender's Defense. Skalter's Attack and Defense buffs push her stats even higher, with Saria's Defense reaching almost as high as s2 Hoshiguma's. Meanwhile her Attack is almost the same as an unbuffed Schwarz, and with a surprisingly fast 1.2s attack interval Saria becomes a legitimate subdps. Higher Attack also translates to more healing, just in case your Saria wasn't healing enough already. As a bonus Skalter will even top off operators if Saria's buffed s1 isn't enough to fully heal them thanks to its 50% HP threshold.
Blemishine Blemishine is a dps/healetank hybrid and benefits from Skalter's buffs on all three counts. Her offense was already solid, but thanks to having above-average attack scale/sec it improves substantially. As for her healing output, it was great in the first place so increasing it doesn't help that much in the end. The Defense buff bringing her up to Hard Defender-tier is very welcome, as tankiness was where Blemi was most likely to fall short. But most important to Blemi is that Skalter's healing compensates for one of Blemi's biggest weaknesses: the lack of self-healing on s3. While most healers wouldn't contribute much outside of healing Blemishine, Skalter's buffs alone still make her a valuable operator. They even complement each other, as Skalter has only sustained healing while s3 Blemi has only burst healing.
Click Click is something of an oddity; due to the differences between physical and Arts damage a "low damage/hit, high hit rate Arts dps" doesn't have a distinct niche the way a "low damage/hit, high hit rate physical dps" like an AA Sniper does. But even if that's the case Click is still a surprisingly strong unit on her own merits, and likely the third best single-target Caster (behind Eyja and Ceobe). However, Click's niche pays off when it comes to Skalter, as it gives her high attack scale/sec and makes her one of the few Arts dps who can abuse Skalter's buff. And uniquely among this already exclusive group Click doesn't rely on her skills in order to have high attack scale/sec, making her the only sustained Arts dps capable of abusing Skalter's buff.
Eunectes Eunectes may want either Skalter s1 or s2, depending on the situation. Given s3 Eunectes' immense durability, Skalter's s1 on top is enough to tank even phase 1 Patriot, and it ensures Eunectes will survive her (relatively) vulnerable charging period if she's forced to charge against highly dangerous enemies. In more common situations Skalter's s2 is still nice for Eunectes during her charging period if she happens to need a bit of help at some point. Regardless, given that Eunectes rarely needs long term help and is often far away from other operators she makes good use of the Seaborn, letting Skalter spend her time healing other operators while still helping Eunectes when required.
Shamare Skalter's Seaborn and Shamare's doll both work similarly, the difference being that Skalter buffs allies while Shamare debuffs enemies. Using them together will swing stats heavily in your favor, with formerly lethal enemies becoming barely more threatening than slugs. As both are deployables this can be done anywhere on the map, provided the space for them exists.
Summoners From Magallan to Beanstalk, operators with summons normally are individually weaker to compensate for having multiple units. But Skalter can buff multiple units at a time, potentially bringing them all up to "normal" strength. Another advantage Skalter has is that her passive regen works on summons, which are normally immune to healing. The major drawback to this is space, as it can be difficult to fit a summoner and their summons in Skalter's range without kicking out more important units. And summons tend to have short redeploy timers, encouraging you to move them around. The Seaborn does help address this, but it has limited uptime. But be warned: some summons (like Beeswax's Obelisk) are immune to passive healing and possibly even Skalter's buffs, so make sure to test them out.
Unhealables Certain operators are unaffected by external healing, but passive regen (like everything Skalter has) bypasses this. Generally healing immunity is meant as a balancing factor for operators who already excel at keeping themselves alive, but Skalter chucks that balance out the window and makes most of them near impossible to kill. However, be careful using her with HellaguAkafuyu/Utage, as those units want to be at low HP for higher dps; s2's Attack buff helps to balance this out, but it's possible for Skalter to make them worse off than they would be without her. The Seaborn can help with that; leave them outside of Skalter's range normally and simply deploy the Seaborn on them when it's useful.
Base Skills At e0 Skalter's base skill is Supporter Expert α, a Training Room skill. It provides a +30% increase to skill training speed when training a Supporter.
At e2 Supporter Expert α upgrades to Assimilation. It provides a +30% increase to skill training speed when training a Supporter, and an additional +65% increase if training a Supporter to m3.
At e2 Skalter gains a second base skill, Mutation. It causes Skalter to lose an extra 1 morale every hour when training a Supporter to m3.
Training Room base skills have little impact; they let you raise a unit faster if you already have the mats but the materials needed to do masteries are the real timegate. Still, when training Supporters to m3 Skalter is the fastest there is.
Closing It's been quite a while since I last made a guide, but now I'm back! Hopefully this helps you understand how to get the most out of Skalter, but as usual free to ask if you have any questions. I'm also working on a guide for Gladiia, which may take some time since she's a complicated operator. As always, here's a link to the Operator Guide Repository maintained by u/LastChancellor, which is also available in the subreddit's sidebar.
In case you'd like to see Skalter in action for yourself, here are some videos (only content EN has already gotten though, in case you're worried about spoilers). These are generally showing her performance in extreme scenarios and at max level, but they should give you an idea of what her upper limit is like. The H8-3 clears in particular are worth watching if you want to see just how crazy Skalter is.
And here are some videos from further in the future; there will be spoilers here but they'll show you how she holds up in even the hardest content.
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