NPC | Enemy | Trivia |
Patriot acts as the main boss of Episode 07.
Description
- His armor is in disrepair and damaged in many places. The blade of his once sharp halberd is now eroded with rust. However, the indomitable Patriot never capitulates, never backs down, and never shows mercy. He has long struggled with fate, and now resolves to slit the throat of fate.
- Inspires his troops, greatly increasing their ATK and DEF; In Marching stance, he is extremely vulnerable to attacks; In Ruination stance, he uses long-ranged attacks, is immune to Stun effects, continuously deals True damage around him, and deals Physical damage to the farthest high ground unit.
Overview[]
“ | The last pure-blooded Wendigo. Has extremely high DEF and RES when in Marching stance, and is immune to stuns when in Ruination stance. | ” |
—Tooltip |
Patriot demonstrates his monumental prowess with his staggering HP and ATK – some of the highest of all bosses – as well as his abilities which further accentuate his immense strength, making him noted to be among the strongest bosses in Arknights:
- As long as Patriot is present, all enemies (including Patriot himself) will be Inspired, which is twice as effective as Guerrilla Heralds (+20% ATK and +200 DEF).
- Takes no damage from Originium Altars' Pulse Waves.
- Marching Stance: Patriot starts in the Marching Stance, indicated by his shield raised and glowing, with the following properties:
- ATK increased by 50%.
- Attacks hit four times in a quick succession, thus all but the very sturdiest of Operators will be knocked out with just a single strike.
- DEF and RES tripled and doubled, respectively, rendering Patriot almost immune to all but True damage with stacking many DEF/RES debuffs being the only way to noticeably damage him.
- Has an aggression level of 2 (higher than that of Guerrilla Shieldguards).
- When Patriot's HP reaches 0 for the first time, he will revive himself by fully restoring his HP over the course of 60 seconds (30 seconds at Level 1), during which Patriot is invulnerable and disabled. From this point, Patriot emits an aura that deals True damage equal to ~5% of Patriot's ATK to friendly units within a radius of 1.75 tiles around him every 0.8 seconds.
- Ruination Stance: Once he revives, Patriot enters the Ruination Stance, indicated by his shield lowered and a red smoke trailing him, and loses the properties of his Marching Stance but receives the following:
- Invulnerable for 15 seconds, indicated by a yellow aura surrounding Patriot.
- Speed increased by 0.1 tiles/second and immune to Stun.
- Attack interval reduced by 0.4 seconds and attack range increased to 0.85 tiles – the attack is now considered as ranged, allowing Patriot to hit friendlies in both melee and ranged tiles. However, his attacks only hits once and has a noticeably longer wind-up time.
- A special attack where Patriot hurls his halberd at the furthest ranged friendly unit from his position anywhere on the map who will be marked by a red crosshair right before the attack, dealing Physical damage equal to 135% of Patriot's ATK which is enough to KO nearly every ranged Operator with one hit. The special attack has a cooldown of 15 seconds from when Patriot enters the Ruination stance (he will therefore use it immediately as his invulnerability expires) and 20 seconds afterward, but Patriot will only use the special attack when at least one ranged friendly unit is present.
Appearances[]
Main Theme | 7-18 • H7-4 |
---|---|
Vignettes | VI-7 |
Trials for Navigator | Clash of Ideologies |
Stats[]
Attribute | Level 0 | Level 1 |
---|---|---|
HP | 45000 A+ | 60000 A+ |
ATK | 1600 A+ | 2000 S |
DEF | 500 B | 500 B |
RES | 45 B+ | 45 B+ |
Elemental Resistance | 0 E | 0 E |
Attack interval | 4 sec. C | 4 sec. C |
Movement speed | 0.4 tiles/sec. D | 0.4 tiles/sec. D |
Weight | 7 | |
Life Point penalty | 2 | |
Notes | Level 1 stats are used in H7-4. |
Susceptibilities
Silence | Stun | Sleep | Freeze | Levitate |
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