The Dublinn Evocator is an elite enemy in Arknights. They first appear in Episode 09.
Description
- An evocation caster in the Dublinn forces who can control fireballs. Their leader's teachings reverbrate in their minds as they work to purify the corruption of Terra with raging flames.
- Controls Purifying Flames that moves along the ground. Purifying Flames explode after hitting a melee Operator, dealing Arts damage and Burn Damage. The damage dealt decreases with distance moved
Overview[]
An elite Dublinn caster with a pyromaniac attitude and utilizing conjuration Arts in combat, Dublinn Evocators have high HP that lets them soak up a good amount of damage, along with serviceable (if average) defenses.
Instead of attacking, Dublinn Evocators summon a Purifying Flame every 5 seconds (3 seconds after being blocked for the first time and every 6 seconds when blocked afterwards), which is an orb of fire that follows the Evocator's path at a speed of 2.5 tiles per second and will detonate should they come in contact with a friendly unit, dealing/inflicting 500 Arts damage and Burn Damage build-up to friendlies in a radius of 1.8 tiles. The Purifying Flame is invulnerable, thus it is impossible to be stopped, but the explosion will deal less damage based on how long the Flame is present (which shrinks in size to indicate this), up to -70% after 10 seconds at which the Flame will fizzle out without detonating (the same also happens if the Flame reaches the Evocator's destination).
Interestingly, the Purifying Flames will keep the operation from ending after all enemies have been defeated so long as they are active.
Appearances[]
Stats[]
Attribute | Level 0 |
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HP | 15000 A |
ATK | 0 E |
DEF | 450 C |
RES | 40 B+ |
Elemental Resistance | 0 E |
Attack interval | 5 sec. D |
Movement speed | 0.3 tiles/sec. D |
Weight | 3 |
Life Point penalty | 1 |
Susceptibilities
Silence | Stun | Sleep | Freeze | Levitate |
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Contingency Contract buffs[]
Contract | Effects |
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