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Some units have the karma advantage temporarily. Instead of reshuffling the list we won't take them into account.
Turret
Last updated: about 14 hours ago
What are turrets?
A turret's main objective is to kill enemy turrets/agility rushers, preferably with their first skill. Units that excel in this regard are usually equipped with innate Bold Vigor or Pursuit due to the multiplicative damage added to their attacks. While there are some units with a high enough attack stat or other exception that allows them to kill with one skill, most strong turrets have one of the two aforementioned skills. Obvious exceptions to one-skill-kills are tanks and other defensive supports.
Turrets should be built using a full "Blighted Flowers" memoir set, which reduces weapon skill cooldown by 30% at the start of battle. In layman's terms, your skills will be 30% loaded at the start of battle, and the sooner you can use skills, the better. Turrets should also be equipped with sub weapons with the Haste skill, which decreases skill load times by 10%. Two haste weapons are preferred, but there may be some instances where haste can be forgone.
Karma
If available, all of these costumes ideally want pursuit 2nd slot (bold is also an option for costumes that have innate bold passives), and mandatory 30% haste 3rd slot. 1st slot depends if you want to compromise their output by adding the 150 agi option (if they are built sniper-ish) along with either crit damage or attack, as opposed to the ideal highest damage output option being 5% crit chance and 10% crit damage.
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