CN Sentinel not yet rated on the Global sheets. Provisional.
Recommended build
A Hydro damage build for a Sentinel back-liner: a Standard-banner SMG, a Hydro Boost attachment set, and Attack / Crit keys. Playable at V0; rated at V6 with the signature.
Sentinel — sustained Hydro DPS
Weapon
Standard SMG— She has no imprinted weapon — run any Standard-banner SMG with an Attack or crit skill. The weapon tier list has the per-doll picks.
Attachment set
Hydro Boost (3-set)— +20% Hydro damage.
Phase Strike (3-set)— +15% damage to any target that already carries a Phase debuff — the default flexible carry set.
Four attachment slots: run a 3-piece set plus one free slot. Roll Attack / Attack Boost / Crit Rate on every slot, then Crit DMG once Crit Rate is around 60–70%.
Common Keys — slot 3
By stat profile— Attack Boost + Crit Rate purple keys (Heavy Metal, The Force of Bravery, Tacit Lookout, …).
Common Keys are a shared pool — small flat-stat modules. Evolve your best copies (Universal Chain Keys + Sardis Gold) up to +5% and unlock their bonus stat.
Stats. Attachments: Attack% / Attack Boost / Crit Rate, then Crit DMG. Keys: Crit Rate and Attack Boost.
Skill order. Neural Helix: take the Evolved nodes (4, 7, 10 — they hand her the Fixed Keys) and the two yellow nodes first; the plain Attack / Defense / HP nodes are pure stats and can wait. Fortification: V0 is playable. V6 plus one weapon calibration (V6R1) is the rated build.
CN-only for now — her Neural Helix keys and Expansion key aren't in the Global data yet, so the Keys rows above are pending; the weapon and attachment lines still hold.
A low-tier doll — build her only if you specifically want her; the investment goes further elsewhere.
Her imprinted weapon, her Neural Helix Fixed / Common / Expansion keys and the attachment set-effect text are the game's own facts. Which set and which three Fixed Keys to run, the stat priority and the Fortification order are loadoutgg's synthesis from her class, phase and kit — a sensible default, not a substitute for tuning to the content in front of you. Weapons link to theWeapons page; see thekeys & Affinity guide and theNeural Helix & Fortification guidefor how the systems work.
Skill
Null ConvergenceTileBuff
Mityl gains Saturation Overflow. This effect lasts for 2 rounds. She generates Tideway tiles within 5 tiles of herself for 2 turns. After this skill, she gains Extra Command.
Cooldown 2 turns
Attributes
Base
Stability Index
9
Movement
6 tiles
Base attributes at Lv. 60 before Fortification, Keys, weapon and Affinity bonuses — the same figures the in-game character screen shows. Movement and Stability Index are known for every doll; the Lv. 60 HP / Attack / Defense figures are compiled for 27 of them so far.
Skills
Her basic attack, two active skills, passive and any extra conditional skill, then her six Neural Fortification (V1–V6) skill upgrades and any summon. The Ultimate is shown above. Effect names, numbers, tile ranges and cooldowns are the game's own — relayed from the game-client data and reworded; the source's tier lists and build guides are not used.
Assault ShotBasic AttackTargeted
Selects one enemy within 6 tiles and deals 80% of ATK as Physical damage to it.
Stability damage 2 · Range 6 tiles
Squirrel HologramSkill 1TileSummonTeleport
Select an enemy (not including summoned creatures) within 6 tiles and then select an empty tile within 3 tiles of it. Summon a Copy Hologram of the target and generate Tideway tiles within 5 tiles of it for 2 turns. Up to 2 Holograms can be present at any one time. If the target is a Doll, boss or large unit, this skill summons a Self Hologram instead. Mityl can also select a Hologram within 6 tiles and teleport it to an empty tile within 5 tiles of herself. After this skill, Mityl gains Extra Command. This effect can trigger a maximum of once per turn.
Range 6 tiles
Air DashSkill 2TargetedDisplacement
Select a tile within a 3 to 6 tile cross-shaped area and land on it, dealing 130% of ATK as Hydro damage to the nearest enemy within 6 tiles of the target tile. If both the origin and destination tile are Hydro tiles, then the active skill Air Dash can be used once and its damage dealt is increased by 30%. This effect can trigger up to 1 time per turn.
Costs 2 Confectance Index · Stability damage 3 · Range 1 tile
Aligned ResonancePassive
At the end of the ally turn, all Holograms perform 1 instance of that skill. After Mityl or a Hologram deals Hydro damage, she builds 1 Confectance Index. If the attacker or the target is on a Hydro tile, she gains an additional 1 point of Confectance Index. Up to 6 points of Confectance Index can be gained in this way per turn. At the start of battle, Mityl gains Novice Impersonator. For every 6 points of Confectance Index gained (including overflowed Confectance Index), she gains a higher Theater Rank.
That skill's damage multiplier is increased to 60% of attack. When Mityl's Theater Rank increases, Holograms perform 1 instance of that skill. The amount of Confectance Index needed to go up in rank is reduced to 4 points. That skill applies Defense Down II to the target. This effect lasts for 2 turns.
Each time that skill is performed, Holograms gain 1 stack of Unbudgeable. The damage multiplier of the Self Hologram's basic attack Hologram Assault is increased to 120% of attack.
The area in which Tideway tiles are generated is expanded to 7 tiles. Saturation Overflow's attack improvement is increased to 40% and it is effective on Holograms. If that skill is triggered 4 or more times on this round, Saturation Overflow does not expend duration.
Air Dash Lv.2Fortification · V4Fortification
The condition to reuse the active skill now only requires the origin or destination to be a Hydro tile. The damage multiplier is increased to 160% of attack. When the skill is reused, damage dealt by the active skill is increased by 50%.
Air Dash Lv.3Fortification · V5Fortification
After the skill, Self Holograms will perform 1 instance of Support Action which deals 60% of ATK as Hydro damage and 2 points of stability damage. This effect can trigger up to once per turn. Damage dealt by Copy Holograms this round is increased by 100%. This effect does not stack.
Legendary Star gains a new effect: For every 4 points of Confectance Index gained, all Holograms perform that skill once. When Holograms perform that skill, they gain 1 stack of Aligned Enhancement.
Summon · Self HologramSummonSummon
Hologram Assault: Selects 1 enemy within 6 tiles and deals 100% of ATK as Hydro damage to it. Data Reversion: When performing Aligned Resonance, recover HP equal to 50% of Max HP. Max HP is increased by 5%, to a maximum of 20%. Aligned Resonance: At the end of the ally turn, all Holograms perform 1 instance of that skill. After Mityl or a Hologram deals Hydro damage, she builds 1 Confectance Index. If the attacker or the target is on a Hydro tile, she gains an additional 1 point of Confectance Index. Up to 6 points of Confectance Index can be gained in this way per turn. At the start of battle, Mityl gains Novice Impersonator. For every 6 points of Confectance Index gained (including overflowed Confectance Index), she gains a higher Theater Rank. Has its own skills and appearance. Counts as a Hologram.
Summon · Self HologramSummonSummon
Hologram Assault: Selects 1 enemy within 6 tiles and deals 100% of ATK as Hydro damage to it. Data Reversion: When performing Aligned Resonance, recover HP equal to 50% of Max HP. Max HP is increased by 5%, to a maximum of 20%. Aligned Resonance: At the end of the ally turn, all Holograms perform 1 instance of that skill. After Mityl or a Hologram deals Hydro damage, she builds 1 Confectance Index. If the attacker or the target is on a Hydro tile, she gains an additional 1 point of Confectance Index. Up to 6 points of Confectance Index can be gained in this way per turn. At the start of battle, Mityl gains Novice Impersonator. For every 6 points of Confectance Index gained (including overflowed Confectance Index), she gains a higher Theater Rank. Has its own skills and appearance. Counts as a Hologram.
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